Spinning Lights

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Postby Sauce on Fri Jan 20, 2006 4:14 am

This isn't exactly what you might've been looking for, but in de_nuke i think they make the sirens go off by having an output on one of the models that breaks (a crate of some sort) that triggers the lights, so what you would do is:

Event: Target: parameter:


OnBreak spinner1(func_rotating) rotate

OnBreak spinlight1(point_spotlight) on

OnBreak spinlight2(point_spotlight) on

The bomb blast would of course break the crate, and to prevent people from braking the crate by shooting it, put a blockbullets all the way around it. Hope this helps.
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Postby quezako on Sun Jan 22, 2006 9:24 pm

Ok, my "always white beams" bug was due to bogus textures in my "materials" folder. Simply removing those textures was enough to correct that bug.
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Postby marnamai on Sun Jan 22, 2006 9:35 pm

in the point_spotlight U can set the setting brightness...
double click and choose a color (red in your case)
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Postby quezako on Mon Jan 23, 2006 8:38 am

Yeah that's what I did, but the bug was due to a bad .vtf file in my "materials" folder...
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Re: Spinning Lights

Postby Orphan on Mon Jun 09, 2008 1:36 pm

devil_dog wrote:Well, get it working first, then pretty it up.

I'll play with models instead of the rectangle when I have more time. I'm just happy to have the light working like I wanted.

Now, I really really want the light to only come on when the bomb has been planted. Anyone know how to make that happen?

Also, I want to reduce the damage the bomb does. My map is small and everyone dies when the bomb goes off.


hey man, just get up the output for your bombsite, and set the output name as bombplanted via the input turn on this should do the trick
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