-No, it cannot be done with texture lights, because texture lights have no properties in Hammer.
Aaron is right about using dynamic lights, but if your lights are in close proximity, then I would use one regular radiosity light entity to switch on and off and just use sprites for the actual individual light effects.
That is, either method you use a similar setup with the logic entities. It's a matter of specifics (how will the setup look?) depending on what they are... a pulsing engine from star trek, or an airstrip lightway, is what will determine which entities you want to use.
I've done a similar setup in a map I never released where the player needed to know which way to go, so I made two rows of scrolling lights moving in one direction to point the way. Here's a video of it:
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-If the video is not working, please go
here to view it.
A simple setup would be to do the following:
each sprite would get its own name:
sprite01
sprite02
sprite03
etc...
These are our three lights to pulse.
STEP 1: Create a
logic_relay entity and a
logic_timer entity and name both appropriately (and differently!). Also create your three sprite entites and name them differently. Give them their appropriate settings based on how you want them to look, and make sure they start off.
STEP 2: Go into the properties of the
logic_timer.
-Make sure it doesn't start disabled and give it a refire interval based on how fast you want your lights to pulse. a.k.a. the time it takes for all the lights to turn on and off.
STEP 3: Add an output from your
logic_timer:
-OnTimer;
logic_relay; trigger; delay 0
STEP 4: in the
logic_relay output add these outputs.
-On Trigger;
sprite01; ToggleSprite; Delay
0
-On Trigger;
sprite01; ToggleSprite; Delay
0.10
-On Trigger;
sprite02; ToggleSprite; Delay
0.10
-On Trigger;
sprite02; ToggleSprite; Delay
0.20
-On Trigger;
sprite03; ToggleSprite; Delay
0.20
-On Trigger;
sprite03; ToggleSprite; Delay
0.30
SUMMARY: In this example I made three sprites pulse within one tenth of a second (pretty fast) of each other. If you want the loop to stay continuous and without faulter then you would want to go back and make your refire interval on your
logic_timer to be
0.30.
-And that should get you the effect you're looking for... I hope.
Blog:
www.playingarchitecture.net
LinkedIn:
Eric Lancon
Twitter:
@Riven202