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Making a custom light lit/unlit based on daytim


mannygt

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Don't worry, I don't think you're trolling me. I'm just wondering what could be different between what you've done and what TheMagician did that would stop this from working. More importantly, why OnInit isn't firing.

 

Did you replace the content of a script that was already attached to the object in the saved game you used to test? If you weren't using a clean save and the script was already attached, then the OnInit event wouldn't be called. If you use a "clean save", then I'd expect it to work.

 

Cipscis

 

Yes, I've worked to the same script ('lightOnOff') and used the same ESP file. When I tested the script, the position of the player (at loading a savegame) was very distant from a bridge. Tested at Riverwood and I've put a debug.notification command like 'Script launched' on event OnCellAttach() and that message was displayed when I reached the bridge (and the lanterns of course). With OnInit() I had no success.

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If the script was already attached to the object, as would almost certainly be the case with a dirty save, then I'd not expect the OnInit event to run. If you use a clean save, though, or attach it as a different script, it should work.

 

Cipscis

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If the script was already attached to the object, as would almost certainly be the case with a dirty save, then I'd not expect the OnInit event to run. If you use a clean save, though, or attach it as a different script, it should work.

 

Cipscis

 

 

Well... Next time I'll pay more attention :)

 

Thank you very much!

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