shaderActivateLighting(2)shaderLamp(0, 0, {900,500,1}, {0,900,10}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)shaderLamp(1, 1, {1000,50,1}, {0,0,1}, {0.01,0.0,0.00001}, {0,0,0}, {1,1,1}, 1)bind("light1", "lights[0].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), 1))bind("light1", "lights[0].targetpos", point(inverty(cursor), 10))bind("light1", "lights[1].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), factor(dist(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200})), cursor), 10)))I saw this code which have both of them. How can I make it only show the curcle without hovering on character?
This is the same thing.I think it's basically the same thing as the script you shared except instead of 2 different lights you will be using 1 light. Does that script you shared work ok? I'm pretty sure I recall Simon mentioning that shader binding method had changed at some point.
How we make shader follow char. I think I made it but there is any tutorial for shaderLamp?
Alright, so thank you for all the help, i just have 1 small last question and im sure than you can help me out! ^^You should be able to offset the position of the shaderlamp from the characters position, but I guess you would need a loop or something to detect when the character changes direction so that the offset can be adjusted.
So, i have the shaderlamp binded to my current character, is there anyway to bind the shaderlamp to a gameobject? So my goal is to make a "lantern' for my character. and that the shader follows the lantern, is there a way to do it ?
thank you in advance
I've made it. I have another problem now. How we make mouse showing everywhere?. I mean show it into black screen
game.ShaderExclude = eShaderExcludeInterfaces
Awesome Thank you!!!I've made it. I have another problem now. How we make mouse showing everywhere?. I mean show it into black screen
You mean it's hidden because of the shader?
Create a definition type script in the script section & include this line into it...game.ShaderExclude = eShaderExcludeInterfaces
This will prevent text, cursors & interfaces from being affected by the shader.