wiggum2 31 Posted September 5, 2010 Hi, i have put this in the init.sqf to create a lightsource around the player (ap): light = "#lightpoint" createVehicleLocal position ap; light setLightBrightness 0.1; light setLightAmbient[0.0, 0.0, 0.0]; light setLightColor[0.2, 1.0, 0.2]; light lightAttachObject [ap, [0,0,12]]; It works fine but if i reload a savegame (only tested in editor) then there is no lightsource anymore... I tried to put it in the players init and a seperate script but the lightsource is always gone after reloading, can someone help ? EDIT: Could that have something to do with the OA flashlight ? I had it always turned on (glock17) as i saved and it was turned on after reload...maybe there is some issue here... Share this post Link to post Share on other sites
kylania 568 Posted September 5, 2010 Maybe spawn it via a trigger condition of local player or something? Something that will always be newly active after a save vs only at the beginning of the game? Share this post Link to post Share on other sites
wiggum2 31 Posted September 5, 2010 Maybe spawn it via a trigger condition of local player or something? Something that will always be newly active after a save vs only at the beginning of the game? I also tried it inside a trigger with condition "time > 1" but this dosent fix the problem... Share this post Link to post Share on other sites
kylania 568 Posted September 5, 2010 You tried it spawned via script called from a trigger with condition of "local player" and tried "time > 1" or just tried "time > 1"? Saved game scripting is only slightly more depressingly annoying them multiplayer scripting. :) Share this post Link to post Share on other sites
wiggum2 31 Posted September 5, 2010 (edited) Wahhh, this really annoys me right now, why works everything after a save but not the light source i created ? I tried everything i could do, but no way...the lightsource is always gone...maybe it is a bug ? EDIT: After searching the forums i found a solution (but not a good one)... _target = _this select 0; while {alive player} do { _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.07; _light setLightAmbient[1, .07, .05]; _light setLightColor[1, .07, .05]; _light lightAttachObject [_target, [0,-0.1,0]]; sleep 1; deleteVehicle _light; }; This loops the light script constantly and the light is turned on again after a reload. Edited September 5, 2010 by Wiggum Share this post Link to post Share on other sites
cheesus 10 Posted September 5, 2010 Wahhh, this really annoys me right now, why works everything after a save but not the light source i created ?I tried everything i could do, but no way...the lightsource is always gone...maybe it is a bug ? EDIT: After searching the forums i found a solution (but not a good one)... _target = _this select 0; while {alive player} do { _light = "#lightpoint" createVehicle [0,0,0]; _light setLightBrightness 0.07; _light setLightAmbient[1, .07, .05]; _light setLightColor[1, .07, .05]; _light lightAttachObject [_target, [0,-0.1,0]]; sleep 1; deleteVehicle _light; }; This loops the light script constantly and the light is turned on again after a reload. I was gonna say something but it looks like you found my thread - that nobody replied to btw :cool: Anywho its not just the lights that get disapeared after a save, doors (animation states), ai behaviours and lots of other juicy gameplay stuff gets the chop. You could head on over to http://dev-heaven.net/issues/12734 and vote for a fix :) Share this post Link to post Share on other sites
wiggum2 31 Posted September 5, 2010 I was gonna say something but it looks like you found my thread - that nobody replied to btw :cool:Anywho its not just the lights that get disapeared after a save, doors (animation states), ai behaviours and lots of other juicy gameplay stuff gets the chop. You could head on over to http://dev-heaven.net/issues/12734 and vote for a fix :) Yes, i found your thread... :D I have run into another issue with savegames ! My music-script that loops some music tracks constantly dont works after a reload, that is so annoying... :mad: Maybe we need a general thread about that problem here...i mean it effects so many things (light/music/animations and many more for sure). It wonders me that this have not be mentioned many more times...i mean, what do the other mission-designers do ? What did BIS do at their missions ??? Share this post Link to post Share on other sites