Swinging Lights

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Postby Rustvaar on Sat Nov 05, 2005 11:56 am

Can I have a screenshot of the 3D Window? Textured.

[Showing your entities and whatnot]
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Postby Mikey on Sat Nov 05, 2005 12:23 pm

i deleted it and used non swinging lights for the time being lol.. and it just gets f-cked in-game, its perfect in hammer.. i set it up exactly as this tut shows, only thing i changed was the color
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Postby Rustvaar on Sat Nov 05, 2005 12:45 pm

I'm sure someone's mentioned before that it ties itself to the origin if the names aren't right - Which would explain why it's flying through the wall.

Or maybe you have 2 entities of the same name [One just floating in the middle of nowhere] and Hammer has chose to connect to that one instead.
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Postby Mikey on Sat Nov 05, 2005 12:52 pm

k, i thought i fixed the names... maybe it just got fuxed up again later.... ty


edit: lol i remember now, hammer crashed yesterday... must have been after i fixed the names...
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Postby TorQueMoD on Mon Nov 21, 2005 1:54 pm

Edit : 12:18 - Jerm : No this cannot be acheived as the light_spot is unable to be part on heirarchial system, basically : It cannot be parented, therfore cannot connect to the lamp model and thus will not move with the lamp


Actually if you start with a light_spot entity and set it up how you want it to look and then press apply, then change it to a light_dynamic from the drop down list and press apply again, the light beam will actually follow the lamp.

Keep in mind that for MP maps, this will really cause things to slow down.

Also, for CS:S mappers, if you use the lamphanging model from de_prodigy (found in props/de_prodigy) you don't need to mess with the rope entities, just place your ballsocket and attach it to the top of the lamp model and you're done.
Alternatively you could also just create the rope with a small 4 x 256 unit cube and convert this into a func_physbox called rope01 and make it the lamp's parent and then attach the rope - func_physbox to the ballsocket.
(ballsocket - rope - lamp)

Does anyone know how to give the lamp more weight so it stops swinging faster? Cause if you leave it at the defaults, it takes forever to stop if you blast it with the grav gun.
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Postby CrouchingTiger on Sun Nov 27, 2005 12:16 pm

Done this tutorial loads of times now and ive got a problem for the first time. The lamp and the light arent showing up.
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Postby TorQueMoD on Mon Nov 28, 2005 2:21 am

Figured out how to make it stop faster. Set the model's mass scale to .25 and inertia to .10 and it works perfectly. Stops completely after a minute or less.


As for Lamp and light not showing up, I've had this problem before while using the point_spotlight and light_spot entities... delete them and try again. Might be a naming issue or something.
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Postby Sauce on Mon Nov 28, 2005 8:26 am

OMFG!!! THANK YOU SO MUCH FOR THIS TUTORIAL!!! IT'S THE LIGHTS THEY HAVE IN GARRY'S MOD!!! :smt101
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Postby CrouchingTiger on Thu Dec 01, 2005 7:03 pm

CrouchingTiger wrote:Done this tutorial loads of times now and ive got a problem for the first time. The lamp and the light arent showing up.
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Postby Sauce on Fri Dec 09, 2005 5:04 am

yeah me too, i've done this tut a couple times before and now for the first time the lamp, rope, light, none of it is showing up. :? It's really wierd because i've followed the tut exactly the same way i always used to but it just isn't working :cry:

EDIT: Ok, I copied and pasted the lights from my previous map and that worked fine but as soon as I change anything, for example the light model, It stops working. I'm not sure if it's just certain models that don't work or if it's just that there's something wrong with hammer but I'll let you all know if anything happens.
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zombie@computer wrote:what retarded countries measure in stones anyway?
or feet? or inches? Your dick is a lot longer in cms
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dynamic light problem

Postby swanny on Fri Jun 09, 2006 11:55 pm

I followed this tutorial step by step, but for some odd reason, my dynamic light seems only to light up entities, like a c17 door prop, and a debris prop, but the brushes around and under the dynamic light stay dark... anyone have suggestions on how to fix this? (and in my flags for the light_dynamic, the 'no world light' box is unchecked)
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Postby Sauce on Tue Jul 18, 2006 12:41 pm

also, if you choose the pale yellow colour for the light, it actually shows up as blue. not sure why though.
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zombie@computer wrote:what retarded countries measure in stones anyway?
or feet? or inches? Your dick is a lot longer in cms
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Postby Mangopork on Tue Dec 05, 2006 7:45 am

Is it possible to create a swinging light that can also be shot out, perhaps even with falling glass gibs?
Strangely Delicious.
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Postby forty-nin3 on Tue Dec 05, 2006 7:57 am

OnDamage
Light01
Toggle


[tick] fire once only
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Postby YokaI on Tue Dec 05, 2006 8:24 am

forty-nin3 wrote:OnDamage
Light01
Toggle


[tick] fire once only


Or you could just do turn off, but such a method would be good for a light that could be turned off and on. However, point_spotlight cannot be toggled.
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