light_environment

light_environment

Re: light_environment Posted by Orpheus on Sat Dec 4th 2004 at 4:49pm
Orpheus
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Posted 2004-12-04 4:49pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Junkyard God
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Posted 2004-12-04 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 G.Ballblue on Sat Dec 4th 2004 at 6:11pm
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Posted 2004-12-04 6:11pm
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Doesn't look like it :\
Re: light_environment Posted by Orpheus on Sat Dec 4th 2004 at 6:44pm
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Posted 2004-12-04 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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Posted 2004-12-04 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
Orpheus
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Posted 2004-12-06 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 Drominix on Mon Dec 6th 2004 at 2:26pm
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Posted 2004-12-06 2:26pm
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hmmmmm
Re: light_environment Posted by JFry on Mon Dec 6th 2004 at 2:38pm
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Posted 2004-12-06 2:38pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Dred_furst</DIV>
<DIV class=quotetext>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,
</DIV></DIV>
I don't see a "start off" flag
Re: light_environment Posted by DocRock on Mon Dec 6th 2004 at 2:48pm
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Posted 2004-12-06 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
Orpheus
13860 posts
Posted 2004-12-08 12:08am
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 G.Ballblue on Wed Dec 8th 2004 at 12:59am
G.Ballblue
1511 posts
Posted 2004-12-08 12:59am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>... i don't have HL1 installed at all anymore...

</DIV></DIV>
:eek:
Re: light_environment Posted by DocRock on Wed Dec 8th 2004 at 3:17pm
DocRock
367 posts
Posted 2004-12-08 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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13860 posts
Posted 2004-12-11 9:58pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/me copy/pastes updated method..

thanx again doc :smile: