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ForumsCog Forum → changing Lights
changing Lights
2003-03-11, 12:42 PM #1
How would I do this: There is a room with normal lights and a forcefield around an item. When you cut the power to deactivate the forcefield, the lights go off but some light is still left.

For an example, if you've played Metroid Prime, it's like when you get the thermal scaner, the research core loses it's lights.
2003-03-12, 5:21 AM #2
Here's an idea!
Make your room and have no lights in it. Make it almost pitch black. Then add a cog like this:
Code:
# Loose power
#
# By Edward
symbols

message    startup
message    damaged

thing      light1

surface    damager

end
#
code
startup:
        ThingLight(light1,10,0.1);
return;
damaged:
        If(GetSenderRef()!=damager) return;
        ThingLight(light1,0,3);
return;
end

Change the values any way you want. You can also add force field properties to this COG if you want. Or make a new COG with force field properties.

/Edward
Edward's Cognative Hazards
2003-03-12, 9:02 AM #3
Uhh, Edward, surfaces dont send the Damaged message by default, you need to specify a mask in order for them to. [http://forums.massassi.net/html/tongue.gif]

------------------
Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-03-12, 10:38 AM #4
Actually thay do! They send damage messages ONLY WHEN A SABER HITS! Now this is JK I'm talking about. Then again, this is just an example on how to make this. If he feels like adding some other stuff, that's fine by me...

/Edward
Edward's Cognative Hazards

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