Scripts / Can anyone help me with this please?

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GraPhiX
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Posted: 12th Apr 2018 09:43
sorry to ask but I am struggling with this script, I am no scripter and yes I do need to learn

I am trying to hide an entity based on its name this is to swap out 2 entities to give the effect of 'on' and 'off' I want to reference the object by name not ID so that it can be used with specific entities i.e emissive.

this is what I have so far but it errors on line 7 I think I have missed a declaration somewhere but not sure what

thank you for any help you can give


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Bored of the Rings
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Posted: 12th Apr 2018 11:42 Edited at: 12th Apr 2018 11:43
to access the object name , you need to add ',name' to the _init section. read your post quickly am at work. will try and give more help later if I get a moment. although others will most likely help before I return here.
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GraPhiX
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Posted: 12th Apr 2018 12:20
ok thank you BOTR
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Bored of the Rings
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Posted: 12th Apr 2018 12:27
sorry I meant to add i.e. function on_off_init(e , name)
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GraPhiX
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Posted: 12th Apr 2018 13:20 Edited at: 12th Apr 2018 13:23
Hi BOTR I have tried that and still get an error

do I have to put name after all the [e] so should it be [e,name] on all of them?

I'm a real script virgin lol

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Belidos
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Posted: 12th Apr 2018 13:34
If you look at the door.lua script at the key part of it, that should give you an idea of how to set the script up to use the ifused field and name field so you don't have to hard code the name in the script and can reuse it on multiple objects.

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J_C
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Posted: 12th Apr 2018 17:28
Hi GraPhix .. I am not sure you can do it the wauy you started..
but here is one way .. there are probably 1000 ways...

I have done 2 scripts... one for the light models and one for the timer switch...

Light model script... light_on_off.lua


timer switch script... light_timer_switch.lua

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GraPhiX
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Posted: 12th Apr 2018 17:45
J_C thanks for this giving it a whirl now
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GraPhiX
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Posted: 12th Apr 2018 17:59
thank you so much it works perfectly

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AmenMoses
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Posted: 12th Apr 2018 21:27
So my take on this:



All controlled by the names of the entities.

The box is called "barrel_trigger" and the barrels are called ... wait for it ... "barrel_main" and "barrel_alt".

I'll let you figure out how the script works but I've left a Prompt in there to give some hints.


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GraPhiX
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Posted: 12th Apr 2018 22:17
Hi Amenmoses thank you I will have a play with this
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AmenMoses
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Posted: 13th Apr 2018 10:39
Btw, the 'names' can be anything you like, the underscore character separates the 'name' part from the 'identifier' part so for example: "light001_main", "light001_alt", "light001_trigger" would also work.

I haven't tested it with multiple triggers for the same 'name' but in theory it should work. Also the trigger should act upon all the entities with the same 'name', again I didn't test it with multiples so let mne know if it doesn't.


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GraPhiX
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Posted: 13th Apr 2018 10:56
I'm having a play now thank you very much
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