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

Title: Ship lights?
Post by: Petrarch of the VBB on March 06, 2003, 01:45:11 pm
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.
Title: Ship lights?
Post by: Sesquipedalian on March 06, 2003, 10:28:45 pm
Thye don't actually do anything.  They are an artifact from the early days of glowpoint code development which was never completed.
Title: Ship lights?
Post by: Goober5000 on March 06, 2003, 11:15:32 pm
There are new sexps for the glowpoint and glowmap stuff that Bobboau did, though.  They'll be in FRED 3.5.
Title: Ship lights?
Post by: Bobboau on March 07, 2003, 07:55:17 am
I had several variations of the code for a specific or all glow points/maps, they should be working
Title: Ship lights?
Post by: WMCoolmon on March 08, 2003, 03:08:36 am
Sesquipedalian is right, at the moment they do nothing in 3.5. Here's a snippet of the SEXP code at the moment:
Code: [Select]
void sexp_ship_lights_on(int node) //-WMCoolmon
{
//Insert sexp here
}

void sexp_ship_lights_off(int node) //-WMCoolmon
{
//Insert sexp here
}
Title: Ship lights?
Post by: Bobboau on March 08, 2003, 01:03:15 pm
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
Title: Ship lights?
Post by: WMCoolmon on March 08, 2003, 07:17:13 pm
In that case, we should probably remove the ship-lights SEXPs in the next release...unless there's some other use planned for them?