Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Petrarch of the VBB on March 06, 2003, 01:45:11 pm
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OK, so there are the SEXPs ship-lights-on and ship-lights-off. What do they actually do? Are they for glowmaps, or something else, if something else, then how do I enable it.
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Thye don't actually do anything. They are an artifact from the early days of glowpoint code development which was never completed.
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There are new sexps for the glowpoint and glowmap stuff that Bobboau did, though. They'll be in FRED 3.5.
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I had several variations of the code for a specific or all glow points/maps, they should be working
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Sesquipedalian is right, at the moment they do nothing in 3.5. Here's a snippet of the SEXP code at the moment:
void sexp_ship_lights_on(int node) //-WMCoolmon
{
//Insert sexp here
}
void sexp_ship_lights_off(int node) //-WMCoolmon
{
//Insert sexp here
}
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I swere I commited them,
yes:
deactivate-glow-points
activate-glow-points
deactivate-glow-maps
activate-glow-maps
deactivate-glow-point-bank
activate-glow-point-bank
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In that case, we should probably remove the ship-lights SEXPs in the next release...unless there's some other use planned for them?