Shooting out lights

Shooting out lights

Re: Shooting out lights Posted by G4MER on Thu May 5th 2005 at 11:45am
G4MER
2460 posts
Posted 2005-05-05 11:45am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Ok, your running down a hall and you see all the pretty lights on the wall or hanging down. You think its a bit bright and you need to make it a bit darker to get the jump on that guy coming though the door.. so you shoot the light and it goes pop and its darker..

How do I make the lights able to be shot out?
Re: Shooting out lights Posted by omegaslayer on Thu May 5th 2005 at 5:06pm
omegaslayer
2481 posts
Posted 2005-05-05 5:06pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
func_breakable (covered in a nodraw texture around the light), then in an output "onbreak" have it turn off a light, then have another output "onbreak" change the skin of the model of the light from light to dark (most light models have a "light on" skin and a "light off" skin) this is speaking of single player no?

As for deathmatch I would have to think a bit about it if you want the process repeatable.
Re: Shooting out lights Posted by G4MER on Thu May 5th 2005 at 5:52pm
G4MER
2460 posts
Posted 2005-05-05 5:52pm
G4MER
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It is for CounterStrike Source. MultiPlayer.. I guess I should of said that before. I rejected your anwser based on the fact that its multiplayer and not single player.
Re: Shooting out lights Posted by Addicted to Morphine on Thu May 5th 2005 at 5:55pm
Posted 2005-05-05 5:55pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
It shouldn't be too hard for CS:Source as it's round based. You
should be able to figure out a way to make it reset every round.
I don't know the specifics though. Someone else needs to jump in
with that info.
Re: Shooting out lights Posted by Damic on Thu May 5th 2005 at 6:10pm
Damic
113 posts
Posted 2005-05-05 6:10pm
Damic
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113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Euhm Omegaslayer is right, try it out. Normal if a new round begins, css resets models andso.

If not figure it out!!!

btw if you shoot on a light, DON'T forget sparks :biggrin:
Re: Shooting out lights Posted by DrGlass on Thu May 5th 2005 at 9:27pm
DrGlass
1825 posts
Posted 2005-05-05 9:27pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
You'll have 3 things.

prop_static (this will be your model, make sure it has 2 skins on and off)

light_spot

func_breakable made with the nodraw texture.

Set up your prop_static and the light_spot in the area where you want them. Give the prop a name: <span style="color: limegreen;">Light_prop_1 <span style="color: white;">now give the light a name: Light_1

ok, now make a small brush that goes around the light bulb of the prop_static. Make that brush your func_breakable and set it's material type as glass.

Now to set up the output for the func_breakable:

on break ---target--> Light_1 -----> turn off

on break ---target--> Light_prop_1-> skin ---> 1 (or 0 depending on what skin is off and what skin is on)

I'll write up a tutorial about this with pictures and stuff later.

If it dosn't restart when the new round comes along set up a logic_auto that turns on the light and turns on the prop

</span></span>
Re: Shooting out lights Posted by G4MER on Fri May 6th 2005 at 3:13am
G4MER
2460 posts
Posted 2005-05-06 3:13am
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I want to see if I can tie this into a dynamic light as well.. so you would get the hanging light that can get shot out, and move when shot.
Re: Shooting out lights Posted by DrGlass on Fri May 6th 2005 at 7:01am
DrGlass
1825 posts
Posted 2005-05-06 7:01am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I want to see if I can tie this into a dynamic light as well..
so you would get the hanging light that can get shot out, and move when
shot.
just parent the func_breakable to the prop.
Re: Shooting out lights Posted by G4MER on Fri May 6th 2005 at 2:17pm
G4MER
2460 posts
Posted 2005-05-06 2:17pm
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
OK DrGlass that worked well.. one problem, I dont have a way to name my prop_static, so it wont change models.. What do you suggest?

Oh and what I did also was just made the nodraw func_breakable just along the underside of the prop_static, so that way if you shoot the tin rim area the light swings around, but if you hit the underside where the bulb is it breaks and turns off. Pretty cool really. =)

I also have a standerd still version that is incased in the nodraw that works well too.

As I was saying above, there is no name bar in the prop static. How do I name it otherwise?
Re: Shooting out lights Posted by CLs on Sat May 7th 2005 at 12:26am
CLs
66 posts
Posted 2005-05-07 12:26am
CLs
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66 posts 7 snarkmarks Registered: Mar 17th 2005 Occupation: Student Location: Canada
As I was saying above, there is no name bar in the prop static. How do I name it otherwise?
...try using a prop_dynamic_override it has a name field for the prop...

CLs
Re: Shooting out lights Posted by DrGlass on Sat May 7th 2005 at 1:23am
DrGlass
1825 posts
Posted 2005-05-07 1:23am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
As I was saying above, there is no name bar in the prop static. How do I name it otherwise?
...try using a prop_dynamic_override it has a name field for the prop...

CLs
Right, or a prop_physics for your swinging light.
Re: Shooting out lights Posted by G4MER on Sat May 7th 2005 at 2:09am
G4MER
2460 posts
Posted 2005-05-07 2:09am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Can you turn off Smart edit and just add a name field?

I have yet to get the skin to change. =(
Re: Shooting out lights Posted by DrGlass on Sat May 7th 2005 at 3:25am
DrGlass
1825 posts
Posted 2005-05-07 3:25am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
no, just change it to a prop_dynamic_override
Re: Shooting out lights Posted by omegaslayer on Sat May 7th 2005 at 3:25am
omegaslayer
2481 posts
Posted 2005-05-07 3:25am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
You'll have 3 things.

prop_static (this will be your model, make sure it has 2 skins on and off)

light_spot

func_breakable made with the nodraw texture.

Set up your prop_static and the light_spot in the area where you want them. Give the prop a name: <span style="color: limegreen;">Light_prop_1 <span style="color: white;">now give the light a name: Light_1

ok, now make a small brush that goes around the light bulb of the prop_static. Make that brush your func_breakable and set it's material type as glass.

Now to set up the output for the func_breakable:

on break ---target--> Light_1 -----> turn off

on break ---target--> Light_prop_1-> skin ---> 1 (or 0 depending on what skin is off and what skin is on)

I'll write up a tutorial about this with pictures and stuff later.

If it dosn't restart when the new round comes along set up a logic_auto that turns on the light and turns on the prop

</span></span>
Geee I said this in my first post, thanks, I guess DG just had to do the thinking for you in between each step I mentioned...
Re: Shooting out lights Posted by G4MER on Sat May 7th 2005 at 4:01am
G4MER
2460 posts
Posted 2005-05-07 4:01am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Well when a person asks for help its best to post it with each step.. assume the person has no idea what your talking about, and guide them though the process, like DrGlass did.

Besides I explained why I said yours was wrong already, dont need to be such a snark.
Re: Shooting out lights Posted by DrGlass on Sat May 7th 2005 at 5:15am
DrGlass
1825 posts
Posted 2005-05-07 5:15am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Well omega is right, his post said everything mine did. I just used more color.

I think the single player thing just confused you moneyshot.
Re: Shooting out lights Posted by G4MER on Sat May 7th 2005 at 10:44am
G4MER
2460 posts
Posted 2005-05-07 10:44am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I know it did now.. but I am new to this stuff. so I need a little more explaining than some of the rest of the experianced mappers here.

I told him before I marked his wrong because he said at the bottom not sure of this will work multi-player... And since I map for CounterStike:Source, I was not sure it would work based on his message.

I still have not been able to get the dual skin thing to work. I cant seem to figure that out.