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Build Question - Lights

Posted: Thu May 10, 2007 1:46 pm
by Aelred
Is there a way to set the exterior lights to turn on/off at a specific time of day? Or would this have to depend on a script?

Posted: Thu May 10, 2007 3:38 pm
by ç i p h é r
It has to be scripted.

There are some options we setup for placeables you can use, though I don't believe anything has been coded yet. Look under "Configuration Options":

http://www.alandfaraway.org/docs/Techni ... Placeables

Posted: Mon Jul 09, 2007 11:22 pm
by Aelred
After seeing Rotku's post about the NWN Citadel I poked around a bit and found a post that linked to this - Scripted Lights!!!!!

http://nwvault.ign.com/View.php?view=NW ... tail&id=16

Here is the guys website and a detailed explanation of how it works:

http://www.slayweb.com/nwn2/sls.php
http://www.slayweb.com/nwn2/slsdocs.php

A guy named Vendalus from NWN Citadel tested it as recently as May.
His comments are in this thread (about halfway down the page):

http://nwcitadel.com/forums/showthread.php?t=916&page=3


I still haven't tried to understand scripting so I'm clueless in that dept.
Cipher, Acadius, Indio, GF.... do you guys think you could check it out and see if we could implement it for our mods?

Posted: Mon Jul 09, 2007 11:30 pm
by Grand Fromage
Obsidian's actually including a light switching functionality in 1.07 which will change the scripting, so I'd just ignore it for now. You'll be able to turn them on and off instead of having to create and destroy them.

Posted: Mon Jul 09, 2007 11:38 pm
by Aelred
Thanks GF - as I continued to poke arround the NWN Citadel thread I saw that Vendalus posted:

In other news, I spent some more time today working on the lighting system, and I have to say that I'm pretty frustrated at this point. I made some big changes to the original sls system that I posted a while back, but the texture corruption problem is still happening. At certain points when a light is either being created or destroyed, a small dark spot gets created on the ground nearby.

He couldn't get it to work I guess - well 1.07 will be here soon enough. :)

Posted: Mon Jul 09, 2007 11:58 pm
by AcadiusLost
Thanks for the heads-up in any case, Aelred- finding useful, self-contained systems like that one are a nice way to add content to ALFA without reinventing the wheel or working out how to grow scripters on trees.

Also appreciate the timely catch by GF, which sailed in early enough to save me trying to work out how to integrate a system that would be made redundant by the next OE patch.

We may be few in numbers, on the active NWN2-ALFA side, but quality counts. ;)

Posted: Tue Jul 10, 2007 8:11 pm
by ç i p h é r
Goodie. We'll finally have the ability to toggle lights via nwscript. Thanks for the heads up GF. :)

We need to revise our lighting options slightly. I don't think the lighting options we originally devised should be associated with placeables anymore as lights are separate objects in NWN2.

Question: Should we assume a standard day/night cycle on lights in outdoor areas if local on/off values are not directly programmed on the light object (overrides)? This will absolve builders of that responsibility.