it's a shame....
because I know my code is very not perfect, I could make cleaner one by creating all dynamicly...
but I used a "dirty" method...
There are a way of 24 steps to "illuminate"
I created 24 timers
I created one srcipt which contains :
function way01()
spawn("chemin_lum", party.level, 18, 1, 0, "lw1")
end
function way02()
spawn("chemin_lum", party.level, 19, 1, 0, "lw2")
end
function way03()
spawn("chemin_lum", party.level, 19, 0, 0, "lw3")
end
function way04()
spawn("chemin_lum", party.level, 20, 0, 0, "lw4")
end
function way05()
spawn("chemin_lum", party.level, 21, 0, 0, "lw5")
end
function way06()
spawn("chemin_lum", party.level, 21, 1, 0, "lw6")
end
function way07()
spawn("chemin_lum", party.level, 21, 2, 0, "lw7")
if findEntity ("lw1") then lw1:destroy() end
end
function way08()
spawn("chemin_lum", party.level, 22, 2, 0, "lw8")
if findEntity ("lw2") then lw2:destroy() end
end
function way09()
spawn("chemin_lum", party.level, 23, 2, 0, "lw9")
if findEntity ("lw3") then lw3:destroy() end
end
function way10()
spawn("chemin_lum", party.level, 24, 2, 0, "lw10")
if findEntity ("lw4") then lw4:destroy() end
end
function way11()
spawn("chemin_lum", party.level, 24, 1, 0, "lw11")
if findEntity ("lw5") then lw5:destroy() end
end
function way12()
spawn("chemin_lum", party.level, 24, 0, 0, "lw12")
if findEntity ("lw6") then lw6:destroy() end
end
function way13()
spawn("chemin_lum", party.level, 25, 0, 0, "lw13")
if findEntity ("lw7") then lw7:destroy() end
end
function way14()
spawn("chemin_lum", party.level, 26, 0, 0, "lw14")
if findEntity ("lw8") then lw8:destroy() end
end
function way15()
spawn("chemin_lum", party.level, 27, 0, 0, "lw15")
if findEntity ("lw9") then lw9:destroy() end
end
function way16()
spawn("chemin_lum", party.level, 28, 0, 0, "lw16")
if findEntity ("lw10") then lw10:destroy() end
end
function way17()
spawn("chemin_lum", party.level, 28, 1, 0, "lw17")
if findEntity ("lw11") then lw11:destroy() end
end
function way18()
spawn("chemin_lum", party.level, 28, 2, 0, "lw18")
if findEntity ("lw12") then lw12:destroy() end
end
function way19()
spawn("chemin_lum", party.level, 29, 2, 0, "lw19")
if findEntity ("lw13") then lw13:destroy() end
end
function way20()
spawn("chemin_lum", party.level, 30, 2, 0, "lw20")
if findEntity ("lw14") then lw14:destroy() end
end
function way21()
spawn("chemin_lum", party.level, 31, 2, 0, "lw21")
if findEntity ("lw15") then lw15:destroy() end
end
function way22()
spawn("chemin_lum", party.level, 31, 3, 0, "lw22")
if findEntity ("lw16") then lw16:destroy() end
end
function way23()
spawn("chemin_lum", party.level, 31, 4, 0, "lw23")
if findEntity ("lw17") then lw17:destroy() end
end
function way24()
spawn("chemin_lum", party.level, 30, 4, 0, "lw24")
if findEntity ("lw18") then lw18:destroy() end
end
The first timer starts the first function, activates the second timer and desactivate itself,
the second timer starts the second function, activates the 3th timer and desactivates itself...
...
...
...
Also, at the timer7, I start to destroy the previous FX :
the timer7 destroy the FX1,
the timer8 destroy the FX2,
...
...
...
the last timer start the script to be sure to destroy all
function destway()
if findEntity ("lw1") then lw1:destroy() end
if findEntity ("lw2") then lw2:destroy() end
if findEntity ("lw3") then lw3:destroy() end
if findEntity ("lw4") then lw4:destroy() end
if findEntity ("lw5") then lw5:destroy() end
if findEntity ("lw6") then lw6:destroy() end
if findEntity ("lw7") then lw7:destroy() end
if findEntity ("lw8") then lw8:destroy() end
if findEntity ("lw9") then lw9:destroy() end
if findEntity ("lw10") then lw10:destroy() end
if findEntity ("lw11") then lw11:destroy() end
if findEntity ("lw12") then lw12:destroy() end
if findEntity ("lw13") then lw13:destroy() end
if findEntity ("lw14") then lw14:destroy() end
if findEntity ("lw15") then lw15:destroy() end
if findEntity ("lw16") then lw16:destroy() end
if findEntity ("lw17") then lw17:destroy() end
if findEntity ("lw18") then lw18:destroy() end
if findEntity ("lw19") then lw19:destroy() end
if findEntity ("lw20") then lw20:destroy() end
if findEntity ("lw21") then lw21:destroy() end
if findEntity ("lw22") then lw22:destroy() end
if findEntity ("lw23") then lw23:destroy() end
if findEntity ("lw24") then lw24:destroy() end
end
And restarts the first timer...
Again and again until the party go out the room.