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Question by Trollvahkiin · Aug 24, 2013 at 11:40 PM · lightfireintensity

How to change the intensity to go down over time and to go up after colliding with an object.

Hey,

I have been trying to make a fire which goes out over time but can be kept alive if wood is put in.

The script look like this.

 #pragma strict
 
 var addedWood : boolean = false;
 var lightStepDown : float = 0.05;
 var lightStepUp : float = 1;
 
 
 function Update () 
 {
     light.intensity -= lightStepDown * Time.deltaTime;
 }
 
 function OnTriggerEnter (Col : Collider) 
 {
      if(Col.gameObject.tag == "Wood")
      {
           Debug.Log("Wood added");
           addedWood = true;
           light.intensity += lightStepUp * Time.deltaTime;
           yield WaitForSeconds(1);
           Destroy(Col.gameObject);
           addedWood = false;
           
      }
 }


The going out part is perfect. I can change the lightSetDown value to what ever I want and it will decrease over time until it reaches zero. But I can't get the lighting up part working. What am I doing wrong? I'm suppose to drop a Log in tagged "wood" and it is suppose to go up to 1 but it just doesn't.

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avatar image robertbu · Aug 25, 2013 at 12:20 AM 1
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What does "can't get the lighting up part working." Is the object hitting the collider? Is is finding wood? I see one problem. Your calculation on line 19 doesn't need 'Time.deltaTime' (i.e. the event is not one that should be scaled over a frame). With 'Time.deltaTime' you are only increasing your light intensity by 1/60 or so.

avatar image Trollvahkiin · Aug 25, 2013 at 12:42 AM 0
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I did it! You were right about the Time.deltaTime. I just removed it and works perfectly!

avatar image Trollvahkiin · Aug 25, 2013 at 12:47 AM 0
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The problem I have now is how do I stop intensity going more than 2? Would this work:

if(Col.gameObject.tag == "Wood" && light.intensity <= 2)

avatar image robertbu · Aug 25, 2013 at 05:40 AM 1
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How about inserting between line 19 and 20:

 light.intensity = $$anonymous$$athf.Clamp(Light.intensity, 0.0, 2.0);

Or you could rewrite line 19:

 light.intensity = $$anonymous$$athf.Clamp(light.intensity + lightStepUp, 0.0, 2.0);

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Answer by Rondu101 · Dec 20, 2021 at 04:11 AM

It looks to me like yr bringing the light down every frame in the update but when it gets a trigger it is going up so yr basicly fighting each other over control..I think you need to set a conditional (bool) that tells the fire not to LightDown...hope this helps!

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