Is This Even Possibe

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">i'm trying to make a weld point 4 lights</div> i'm trying to make a room which initially dimly lit but if a box is welded extra lights turn on to light the room more brightly

can this be done?

if so how?

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Set the name for all the lights to the same thing eg; 'weldlights'. Then change the target on brake variable in the func_weld to 'weldlights'.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    thanks but thats what i tried i set the welds target to weldlight and the lights were called weldlight i set then to be initially dark do when u weld it should turn them on but when the game starts they are allready on ?!?!

    has anyone done this before in a map of theirs?

    (nb- what i'm trying to do is in marine start the generator is broken so its running on dim red lights but if you weld it brighter lights at the top get power so skulks etc lose there poor visibility advantage)
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Its also hard for the skulks to see the marines in the dark. Keep that in mind.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    This is an idea I had that would find its way into my map if I ever get round to making it. I thought of the skulks having visibility issues too, but figure that if this room is closer to alien start locations than to marine start, it will be easier for them to set up ambushes in there. Also, you imbalance the lighting a little so the emergency lights are at floor level, so the marines are lit up by it while the aliens can hide higher up towards the ceiling where it's darker.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    right ive found out why it didnt work it was hammers fault it clered the names of my lights for some reason anyway it works now

    weld points traget on completion = weldlight

    ligts are set to initially dark and their name = weldlight

    the idea of this is that when an early beta was played some rines prefered it dark some prefered it lighter so at the cost of a welder rines can fully light up the room

    and the skulk think the dim lights meant that it would be possible to hide on the ceiling an not be spotted
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin--Edgecrusher+Aug 13 2003, 08:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Aug 13 2003, 08:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its also hard for the skulks to see the marines in the dark. Keep that in mind. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it's more hard for the marines to see the aliens ;|
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    remember that the welder makes light <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    it would B harder for the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> 2 see the marines cuz the <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> got flashlights <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    lol Maus, the poor skulks can't climb up to where it is darker. The engine chooses the next non-entity light spot right under the model to light it. So moving vertically should hav no effect at all. At least that's what I have heard. If you add geometry under the ceiling that is not lit skulks could hide above that of course, but then again the comm can't see so much <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--G.I. Godless+Aug 13 2003, 10:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (G.I. Godless @ Aug 13 2003, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it would B harder for the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> 2 see the marines cuz the <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> got flashlights <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ah but when the <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> put on flashlight he glows :o
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