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Can you make your light go dim?


Miss_Stalker

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I would think this would be possible with a script for the light.

 

I haven't tried it and am very new to scripts, but it seems well within the bounds of what scripts do.

 

Something along the lines of (psuedocode - not to be quoted for a working script)

 

Set light value low

 

Wait a bit

 

Set light value high

 

 

And with the PARMs for each light entity set (say min and max values) every light could have a different brightness, and a different lower light level and all use the same script.

 

Again, this is theory based on my reading of the ICARUS manual and not field tested.

 

Dragarius

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Actually (with more reading) I'm not sure a script will work in MP.

 

I would suggest using two light entities at the same place and trigger one to turn on and off.

 

If you want a timer on it (without a script) you could try using a door. Say, a 1 x 1 x 1 FUNC_DOOR under the floor and trigger the 'door'. The 'door' can trigger light off when activated and light on when done. The delay would then be the move time including waits of the 'door'.

 

Again, I haven't tried this and given the limitations I have seen with MP it may not work just because of that.

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Originally posted by Dragarius

If you want a timer on it (without a script) you could try using a door. Say, a 1 x 1 x 1 FUNC_DOOR under the floor and trigger the 'door'. The 'door' can trigger light off when activated and light on when done. The delay would then be the move time including waits of the 'door'.

 

Ick. Don't do that. Instead, use a target_delay...The target_delay get targeted by something, then waits a certain amount of time, then fires its targets.

 

If you're interested in timing events, there is a func_timer that fires its targets every few seconds.

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