im trying to make a spooky game and i need a flickering light. i want the light to flicker at random times
You can use a loop and a wait with random duration, like this:
while true do wait(math.random(1,2)) part.BrickColor = BrickColor.new("Institutional white") light.Enabled = true wait(0.1) part.BrickColor = BrickColor.new("Medium stone grey") light.Enabled = false end
where "light" is the light source and "part" is the light part, if that makes sense. This will make both the light source and the part flicker for 0.1 seconds at random intervals of between 1 and 2 seconds. You can change the numbers to adjust the timing.
A Little code I whipped up. Might need further testing, but this code you can configure when it flashes and how long the intervals between the flashes. I've also added a PointLight You may need to change this depending on what light source you're using!.
Server Script!!: Heres the code!:
local Light = script.Parent -- Our Light local PointLight = Light:FindFirstChild("PointLight",10) -- the PointLight Object, You may need to change this! local FlickerInt = 3 -- seconds this light flickers local OffFlickerInt = 10 -- How much time to make this light not flicker in seconds! local FlickerAtStart = true -- Do we flicker at the start of the game or not? local FlickerRandomness = true -- is our flicker point random or not? local MaxRandomTimeBetweenFlickers = 5 local MinRandomTimeBetweenFlickers = 1 --// Below this line is internal variables these are set as this script is run! --// ========================================================================== local bisFlickering = false local t = 0 local StartTime = tick() -- Get the time this game started at in mili-secs local LightMode = 1 local Saved = { PointLight = (function() if(PointLight ~= nil) then return { Enabled = PointLight.Enabled, Range = PointLight.Range, Color = PointLight.Color, Brightness = PointLight.Brightness } else return nil end end)(), FlickerInt = FlickerInt, OffFlickerInt = OffFlickerInt, FlickerAtStart = FlickerAtStart , FlickerRandomness = FlickerRandomness, MaxRandomTimeBetweenFlickers = MaxRandomTimeBetweenFlickers, MinRandomTimeBetweenFlickers = MinRandomTimeBetweenFlickers } --// ========================================================================== --// end of internal varibles --// Main Loopy! while true do t = tick() -- Grab Game Tick(frame) time!... local DT = t - StartTime -- Subtract the tick time from StartTime, this gives us the seconds since last update. Simular to workspace.DistributedGameTime but more accurate! if(FlickerAtStart == true) then -- do we flicker at start? if(DT <= FlickerInt) then -- Time is still under Flicker time! bisFlickering = true else -- Right we're Done flikering lets rest and reset the StartTime for next time!... StartTime = tick() bisFlickering = false FlickerAtStart = false end end if(bisFlickering == true) then-- Main Flicker if Statement, are we flickering? if(DT <= FlickerInt) then -- if DT is les then our Flicker time then randomise the LightIntensitiy via LightMode LightMode = math.random() else -- We're Not Flikering lets reset everything LightMode = 1 bisFlickering = false if(FlickerRandomness == true) then OffFlickerInt = math.random(MinRandomTimeBetweenFlickers,MaxRandomTimeBetweenFlickers) else OffFlickerInt = Saved.OffFlickerInt end end else -- Nope Not Flikering Lets rest.... LightMode = 1 if(DT<= OffFlickerInt) then -- Snooore.......*PFFFT*..... Snoore..... bisFlickering = false else -- Wake up we're Flickering!.... StartTime = tick() bisFlickering = true end end --// Talk to our light Brick and if available our PointLight Light.Color = Color3.fromHSV(0, 0, LightMode) if(PointLight ~= nil) then PointLight.Range = (LightMode*100 / Saved.PointLight.Range) * 10 end -- allways waiting.... No seriously, removing this will hang the game! wait() end
Hopefully i've added some useful comments. If not, let me know. Oh! and simply put this script inside the light you want to flicker randomly. Also if you want it to talk to your Light Object just change line 2 to the name of your Light Object.
Hope this helps! :)