Difference between revisions of "Light switch tutorial"

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imported>Puf the majic dragon
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imported>Darkness X
 
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Many users have requested information on setting up a light switch in the game. This tutorial explains in detail with screenshots how to set up a generic light switch which can easily be replicated throughout your mod with only one simple script.
Many users have requested information on setting up a light switch in the game. This tutorial explains in detail with screenshots how to set up a generic light switch which can easily be replicated throughout your mod with only one simple script.
{{Tools|req0=[[The Elder Scrolls Construction Set|Construction Set]]}}


== Create Your Switch ==
== Create Your Switch ==
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[[Image:Lighttutflamerender.jpg|thumb|right|A flame placed as a light source activated by the switch]]
[[Image:Lighttutflamerender.jpg|thumb|right|A flame placed as a light source activated by the switch]]
<pre>
Rather than duplicating your activator, you can place only one activator and then place an xmarker or any other object of your choice (even one of your lights). Parent your activator to the xmarker and modify the activator script to only enable/disable its parent. In the next section, you will need to parent all of your lights to the xmarker rather than the switch. There is no real advantage to either method, it's up to your personal preference.
</pre>
== Placing Your Lights ==
== Placing Your Lights ==


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<pre>
<pre>
You can place a "light" version of the candle, found under World Objects > Light > Lights in the Object Window, however the more lights you place in a cell, the lower your framerate will be. It is best to place several "fake" candles and then only one real light to improve performance.  
You can place a "light" version of the candle, found under World Objects > Light > Lights in the Object Window, however the more lights you place in a cell, the lower your framerate will be. It is best to place several "fake" candles and then only one real light to improve performance.  
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<pre>
There is a bug in the lighting system when using objects as light sources that sometimes causes the lighting to not update properly after the object has been disabled. Again, using the "Fake" version of a light source combined with a regular "light bulb" light will work around this issue.
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[[Category:Getting Started]]
[[Category:World Objects]]
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Scripting_Tutorials]]
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