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Author Topic: $#%@ Streetlamps  (Read 815 times)

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Kammak

  • Guest
$#%@ Streetlamps
« on: 08 May 2004, 02:02:38 »
So...is it possible to place a streetlamp (through an editor addon like General Baron's) and turn the damn thing on?

When I try, I get an odd light that shows up in the middle of the light pole, not at the light itself, that doesn't illuminate but just gives a halo effect.

I've tried both inflame and switchlight, both original and resistance objects, but no joy.

Am I missing something really obvious or is this just not doable?  Is there some clever workaround that gives the same effect as a constant fixed light source?

I'm trying to get some lights on in Larche, Malden, at night.  


Dubieman

  • Guest
Re:$#%@ Streetlamps
« Reply #1 on: 08 May 2004, 04:12:44 »
I think if you turn id codes on and find out the id of the pole like 12345. You make the syntax you had before. (Not sure on exact wording, toy with it)

12345 switchlight "ON"   It goes a something like that. Not sure if it will work with General Barron add on.
I still can't remember how it was worded... :P

Kammak

  • Guest
Re:$#%@ Streetlamps
« Reply #2 on: 08 May 2004, 05:57:25 »
Guilty- I've already got a handle to the object as it was placed through the editor...the issue is the actual light doesn't come on, but an odd lightsource appears half way up the pole that doesn't illuminate...only causes lense flare.  That is what I need to either fix or find a workaround for.




Loup-Garou

  • Guest
Re:$#%@ Streetlamps
« Reply #3 on: 08 May 2004, 16:59:40 »
Put in the lamp's init field : this switchLight "ON". Sadly, there's two problems :

1) As you said, the light is too "weak" and too low (height) compared to the lamp.

2) When I tried to add more than two lamps (note : I've tried this in Novoga), the game crashed and I got back to Windows.
« Last Edit: 08 May 2004, 17:01:11 by Loup-Garou »

Dubieman

  • Guest
Re:$#%@ Streetlamps
« Reply #4 on: 08 May 2004, 18:04:21 »
Alrighty then I think since you already turned it on, the light is crap. A workaround I've come up with a solution for simple towns that need small light sources, it comes from kegety's editor add on + kegety objects (this might be it here, not sure?) Anyways in empty objects there should be a blue, green, red, yellow, and white glow. You use this inflame true and setpos+1 it on the building that lights the town or in your case, the top of the lamp.
The only problem is a flicker at the edge of the light source.
Hope it works... :thumbsup: