Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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(FIXED) Active entity of light - reset (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : Fixed Bugs : (FIXED) Active entity of light - reset) Locked
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Sep 26 2012 Anchor

I've placed some lights and active entity for them.
I've set event: active entity pushes an input signal to delay trigger. The delay trigger to the a. entity: Output Trigger > "Active entity" [Reset]
The active entity gets "alive" again but the lights are still "dead".

pvcf
pvcf Germany
Sep 26 2012 Anchor

did u have switched the "needactiveentity" on in light ?

or is the problem the active entity state from active entity? did u have looked in teslevel "empty" ? the generator is the
active entity for all lights and for cola automat.

pls describe also what you try to do (let player repair active entity ? )

ah, you mean the "reset" event of a destroyed active entity does not give it back to "working" state ?
(and does the light have worked before with a not destroyed active entity?)

ah, what is it for a active entity ? ohers/breakable , others/destroyable or a predefined (like generator) entity ?

Edited by: pvcf

Sep 26 2012 Anchor

Sure, the "NeedActiveEntity" is on, of course. The lights were working before.
I guess: It is scripted this way - When the active entity is destroyed, it beaks the lights too?

pvcf
pvcf Germany
Sep 26 2012 Anchor

no, its working like a power entity, the light is NOT breaked!
the light asks every frame the state of his active entity, and reacts on that state (broken/working).

but if you break it (even if the light have non active entity), than the light is destroyed forever (until reset in editor).
pls tell me the name of the entity script u use. maybe there es a sender event missing or something like that.

edit:

ok, i see, reset sender event in "destroyableobject" set it to alive state but light didnt recognize that, i'm look closer into that, thank you for reporting!

Edited by: pvcf

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