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#1
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hey guys
when i try to make my light blink and push build light, it doesnt work anymore if i go play the map the light is off?? how can i make it work? |
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#2
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Hmmm, we definitely need a stickied tutorial section.
Open your actor browser, Light > TriggerLight Set the properties of that and make sure you open the Object block and turn bInitiallyOn to True. |
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#3
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i cant find the bintialyon in the object block
i can only find group,intial state and name |
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#4
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Just go copy one of the blinking/pulsing/strobing lights from the official KF maps. Then you can modify it and it will work fine.
__________________
Map design is really just a mild form of insanity. |
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#5
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Hmm, go through the blocks until you find bInitiallyOn maybe i was mistaken that it was in object
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#6
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I really hope they add a Tutorials Section soon, I've seen trigger light questions day in and day out now.
Normal Light actors do not allow you to do the cool things that you could once do in the origional editor. You have to use the trigger light actor. The downside to this is that trigger lights do not occlude to BSP, therefore if your radius is large enough it will shine\blink\pulse or w/e right through your walls. Do a forum search on trigger lights and I'm sure you'll find all the information you need to know =) Good Luck on your mapping adventures. |
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#7
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thanks and ye it does shine trough the wall
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#8
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1 more thing
how can u make a light rly glowy/shiny? like u see the outline of the glow there are many in bioticslab, i tried to copy paste them in my map but it doesnt work any1 knows how? |
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#9
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You're probably referring to a corona. I'd have to go back to bioticslab and tell for sure, but it sounds like you're looking at a corona.
In a light's properties under the lighting tab, set Corona to True. Then go ahead and mess around with things like the brightness, hue, and radius to get the desired effect you're looking for. |
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#10
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i tried but im not getting that glowy shiny effect
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