begin db_LightCrank
float timer
short start
if ( MenuMode == 1 )
return
endif
if ( OnActivate == 1)
if ( start == 0 )
PlaySound "Dwemer Door Open" ; this is just the dwemer crank noise
set start to 1
endif
return
endif
if ( start == 0 )
return
endif
if ( timer < 6)
if ( timer > 1 )
if ( start == 1 )
Set start to 2
endif
endif
Rotate X 45 ;rotates crank
banner1_ID->PlayGroup, Idle2 ; animate1st banner
endif
if ( timer > 12 )
if ( start == 2 )
Set start to 3
endif
banner2_ID->PlayGroup, Idle2 ; animate 2nd banner
endif
if ( timer > 18 )
set start to 0
set timer to 0
banner3_ID->PlayGroup, Idle2 ; animate 3rd banner
endif
set timer to ( timer + GetSecondsPassed )
;increment timer if script is active
end db_LightCrank
The cranks aren't animated. Because all they do is rotate around their pivot, they just use the rotate command which was included in my sample code.Drakkmore wrote:<snip>
dietbob196045 wrote:now this is getting into serious lol
yes the crank has a rotate script already applied
and if my mind hasn't left me yet, I am pretty sure I can make a "static" generator and it would be automatically replaced with the active generator via script
crank off= static, crank on = active ... Me thinks that how it works, the change from one to the other should be instantaneous ( FPS optional ) - Yes?
The lights are simple it is only one type of light effected, just several of them, which makes no difference
Same with the steam or in this case I think crank off = no steam crank on=steam (but only a short burst)
Were doing a lot of cranking here, a bit weird....
Good Info... and MUCH appreciated
Enjoy
Dietbob
DonnerGott wrote:You would probably need 4 different lights set up. One casting zero, then 25%, 50% and 100% light distance. Your script would have to swap the lights at certain intervals. Also, a script-disabled light may still cast light on objects/NPCs, but not the ground.
HeyYou wrote:That's weird......
Users browsing this forum: No registered users and 2 guests