Re: light_environment
Posted by Orpheus on
Sat Dec 4th 2004 at 4:49pm
Orpheus
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Can a light environmental be turned off and on?
I am assuming HL2 has them, as i have not had a single moment to even load the editor. :sad:
I know this is about editing, but since its not about any map yet created, i was unsure how/where to post.
Re: light_environment
Posted by Junkyard God on
Sat Dec 4th 2004 at 5:06pm
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hmmmz that would make something interesting, maybe tie to a button?? i hae no idea :biggrin:
if you find out how, make a tutorial about it :biggrin:
Re: light_environment
Posted by Orpheus on
Sat Dec 4th 2004 at 6:44pm
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i don't figure it is, but since i am MM stupid, i was hoping someone would target an MM to a couple light environmentals and switch it from a daylight, to a dark time..
Re: light_environment
Posted by Dred_furst on
Sat Dec 4th 2004 at 6:49pm
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they definatly have a "start off" flag...
also, no mm's orph,
and thats a nice idea! i'll have a go in a little bit,
Re: light_environment
Posted by Orpheus on
Mon Dec 6th 2004 at 1:00am
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bumps
perhaps this is a bug, but why is there no option for my question to be answered?
this question may or may not be solvable, but its still unanswered.
i have an interest in a night/day map.
Re: light_environment
Posted by DocRock on
Mon Dec 6th 2004 at 2:48pm
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Yes they can.
You'll have to use a MM tho :/
Just name the light_environment (LE). You'll need a trigger_multiple throughout your whole map (or the area of the map where the LE will be visible to player) which would target the LE. The timing would have to be quick where the LE being triggered to turn off would last longer than it being turned on.
Basically, LE would turn off .1 seconds after map start, then on after 12 seconds, off after 12.2 seconds, back on after 35 seconds, back off 35.2 seconds etc...giving the illusion of flashes.
Check it out, I did it in Knight_Castle. You can download that out of my profile.
Re: light_environment
Posted by Orpheus on
Wed Dec 8th 2004 at 12:08am
Posted
2004-12-08 12:08am
Orpheus
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thanx doc, but i don't have HL1 installed at all anymore, so i will have to take your word it functions.
being MM stupid though, i will have to work on it..
/me is copy/pasting your message into my PM's for safe keeping.. perhaps someday i won't be so dumb and i can implement this idea.
Re: light_environment
Posted by DocRock on
Wed Dec 8th 2004 at 3:17pm
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I re-read thru my post and realized it was wrong..
Just name the light_environment (LE). You'll need a trigger_multiple throughout your whole map (or the area of the map where the LE will be visible to player) which would target the LE. The timing would have to be quick where the LE being triggered to turn off would last longer than it being turned on.
It should be:
Just name the light_environment (LE). You'll need a trigger_multiple throughout your whole map (or the area of the map where the LE will be visible to player) which would target the Multi-Manager which would have the LE as it's one named target. The timing would have to be quick where the MM being triggered to turn off would last longer than it being turned on.
In other words, your MM would need to be turned on and off, not the LE...but, in a sense, it's the same thing.
You also could work around the MM needing to be used by stacking a bunch of trigger_multiples - they'd need to be big tho and thin - which would all trigger the LE on and off. Just set the delays on and off accordingly to desired flash.
Re: light_environment
Posted by Orpheus on
Sat Dec 11th 2004 at 9:58pm
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/me copy/pastes updated method..
thanx again doc :smile: