keto Posted May 21, 2002 Share Posted May 21, 2002 alright i have strange inquery for a more complex light switch and was wondering if any of you coudl help me out. ive gone through quite a few tuts on buttons and done 2 test maps trying to get it to work. ok , what i want is a suspended floating orb positioned between 2 tongs at the top and bottom. if the orb is pushed or pulled out of its place(doesnt have to be pushed out of its specific space just if it is pushed or pulled) i want all lights of "blue" targetname to go off. then i want a button on a console that needs to be pressed in order to get the orb back in place so that the light will go back on. my first try at it was to make the orb a button that targeted the lights as well as a target_deactivate that woudl deactivate the orb button. then i had the console button target a target_activate that in turn targeted the orb. i had the orb button to wait : -1 which thinking back on it may have been why it didnt work. but what happend was both buttons just moved and nothing happend not even the lights going out. also the func_button cant be push or pulled to active so which do i use for this to work? thank you in advance -keto Link to comment Share on other sites More sharing options...
Manquesa Posted May 21, 2002 Share Posted May 21, 2002 radiant and the game engine does not offer dynamic lighting. Therefore, you cannot turn a light on or off in game. All lighting is calculated during the compling process. Link to comment Share on other sites More sharing options...
Xcom Posted May 22, 2002 Share Posted May 22, 2002 Originally posted by Manquesa radiant and the game engine does not offer dynamic lighting. Therefore, you cannot turn a light on or off in game. All lighting is calculated during the compling process. It is possible. I dunno what Raven did but you can turn lights on en off. As for the original question, sorry, I am out of ideas at the moment. Link to comment Share on other sites More sharing options...
Manquesa Posted May 22, 2002 Share Posted May 22, 2002 Originally posted by Xcom It is possible. I dunno what Raven did but you can turn lights on en off. As for the original question, sorry, I am out of ideas at the moment. You've got to be joking, show me just one example please. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 22, 2002 Share Posted May 22, 2002 Manquesa (maybe it's just becuase I know some spanish, but when ever I see your name, I think 'Man-Cheese'... anyway...), I was about to post the same exact thing, but have a look at the info for light entities. ( at least in the SP defs, it might not be in the MP ones) They say that you can trigger lights on and off! It's not true dynamic lighting, but I think Raven came up with a way to basically turn the light map on and off!!!! Cool! Link to comment Share on other sites More sharing options...
Manquesa Posted May 22, 2002 Share Posted May 22, 2002 Yeah, I did see that before in the entity info box, forgot about it though. Have you played around with that yet? I wonder if you can really have a working light switch for a room. As for my name, i'm not spanish (well, i'm a quarter mexican, but it doesn't show). Manquesa was the name of a band I was once in, we got the name off of the toilet in my first apartment I lived in. The name brand of the toilet was "mancesa" and it was written in this really cool style that I liked that just made it look cool so we took it. My friend thought up the idea of changing it to manquesa to invoke the thinking that it would translate to man-cheese as you said (good observation). I know it's stupid but so were we. Oh, i'd still like to see an example of that turning lights on and off thing, I don't remember seeing anything like that in the game. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 22, 2002 Share Posted May 22, 2002 I've been meaning to try that out for myself too. And, I'm about 50% Mexican, but like you said, it really doesn't show. Man-Cheese... hehheh. Link to comment Share on other sites More sharing options...
brigand1138 Posted May 22, 2002 Share Posted May 22, 2002 Manqueasa, in the single player game, the level where you have to sneak past the bad guys as opposed to fighting them, one room has a switch and when you press it, the lights go out. Mal Brigand Link to comment Share on other sites More sharing options...
Xcom Posted May 22, 2002 Share Posted May 22, 2002 Originally posted by Manquesa You've got to be joking, show me just one example please. You probably found out that I am not joking by now. Dunno about MP but in SP you can target lights like any other entities. You can also set them to "srart off". Very cool. I have no idea how this works but it doesn't look like dynamic ligting. More like normal compiled light. Link to comment Share on other sites More sharing options...
Manquesa Posted May 22, 2002 Share Posted May 22, 2002 Originally posted by brigand1138 Manqueasa, in the single player game, the level where you have to sneak past the bad guys as opposed to fighting them, one room has a switch and when you press it, the lights go out. Mal Brigand I'll have to play through that level again, I must have missed that, or just don't remember. But thanks, i'll check it out. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 23, 2002 Share Posted May 23, 2002 I'm only on the 2nd mission, so I never saw that. Link to comment Share on other sites More sharing options...
Hubris Posted May 23, 2002 Share Posted May 23, 2002 Very loose concept of dynamic lighting is possible in JK2. Not possible with the other versions of the Q3A engine I've seen, nor is it very dynamic. Here, look at this thread: http://lucasforums.com/showthread.php?s=&threadid=54447 Experimenting with that you'll see it's slightly possible. However, I noticed a TREMENDOUS fps hit while running just even two of those anywhere near each other, and even one cost me quite a bit. I'm guessing it's something like a double compile in some and then replacing vis or lighting processes dynamically, but very simply, as for example: if they truly achieved dynamic lighting they'd give it to you with your lightsaber, which they obviously didn't, so it's not true dynamic lighting, just an fps hitting gimmick. (But still a cool feature.) I'm guessing that playing around with a trigger and one of those styles mentioned there might well work. However, I'd really like to know how to do a push/pull trigger as well, and I really hope it's not single player only (Which I get the sinking feeling it might be outside of writing a script.) Does anyone have any clue how to pull that off? Link to comment Share on other sites More sharing options...
Manquesa Posted May 23, 2002 Share Posted May 23, 2002 Originally posted by Hubris However, I'd really like to know how to do a push/pull trigger as well, and I really hope it's not single player only (Which I get the sinking feeling it might be outside of writing a script.) Does anyone have any clue how to pull that off? I forgot about that question, was focusing on the light thing. Anyway, I haven't tried this yet, but I see no reason why this shouldn't work. A func_door can be force activated with push or pull by checking the Force Activate tick box. A func_button and a func_door pretty much work the same way. So Make your button a func_door and tick the Force Activate box. Set it up so that it moves just a little bit much like a func_button would (sorry I can't think of the exact key value for that) Target the func_door to whatever it is you want to activate. That should be what your looking for. As for the lights turning on and off, I made a little test map to try to make that work with no luck. But i'm gonna play around with it a little more to see if I can get that working. Link to comment Share on other sites More sharing options...
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