Tempust85 Posted October 27, 2016 Posted October 27, 2016 I want to get this working. Any idea what's broken about it? SomaZ, Smoo and Archangel35757 like this
eezstreet Posted October 27, 2016 Posted October 27, 2016 What...is it? I've never heard of that entity before.
Ramikad Posted October 27, 2016 Posted October 27, 2016 The description says it's a dynamic light of sort. Dynamic light, toggles on and off when used STARTOFF - Starts off FADEON - Fades from 0 Radius to start Radius FADEOFF - Fades from current Radius to 0 Radius before turning off PULSE - This flag must be checked if you want it to fade/switch between start and final RGBA, otherwise it will just sit at startRGBA ownername - Will display the light at the origin of the entity with this targetname startRGBA - Red Green Blue Radius to start with - This MUST be set or your light won't do anything These next values are used only if you want to fade/switch between 2 values (PULSE flag on) finalRGBA - Red Green Blue Radius to end with speed - how long to take to fade from start to final and final to start. Also how long to fade on and off if appropriate flags are checked (seconds) finaltime - how long to hold at final (seconds) starttime - how long to hold at start (seconds) TODO: Add random to speed/radius? I experimented with it in the past, however it doesn't seem to be working.
SomaZ Posted October 27, 2016 Posted October 27, 2016 What...is it? I've never heard of that entity before.I'd say it's a light entity, but it doesn't get computed while compiling but in real time in the game itself, like the saber lights or light emitted by blaster shots. Archangel35757 likes this
mrwonko Posted October 27, 2016 Posted October 27, 2016 I vaguely remember once experimenting with moving dynamic lights, but I don't remember if that was some entity property on a func_something or by attaching a misc_flight... I just remember that it looked pretty bad.
Ramikad Posted October 27, 2016 Posted October 27, 2016 I vaguely remember once experimenting with moving dynamic lights, but I don't remember if that was some entity property on a func_something or by attaching a misc_flight... I just remember that it looked pretty bad. It actually seems to be the only way to cast a dynamic light aside from lightsabers, blaster shots and effects. I remember I got it working spawned directly from a func_rotating, possibly setting a color and light property, for the color and radius respectively.
eezstreet Posted October 27, 2016 Posted October 27, 2016 Any light entity with a targetname is considered a dynamic light. So I'm not sure I see the point?
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