[SOLVED] Too Many Light Styles...

Need Help? The Day isnt going so well on the Mapping front?
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

have you compared with de_prodigy's?

well here one of its lights.

phys_ballsocket
name:
entity1: lightfixture8

prop_physics_multiplayer
name: lightfixture8
disableshadows: yes
disable recieving: no

light_spot
(nothing special apart from make sure in smartedit spawnflags = 4 ??? idk why).

point_spotlight
parent: lightfixture8
(spawnflags = starton & would you believe it = NoDynamicLight).

Now de_prodigy have 11 of these shootable lights and as you can see its setup is alot simpler than yours and it creates the effect of when the model is shot the point_spotlight moves but the light spot stays put. lol there not even a move_rope there :) and also virtually noting is named only the prop and only the ballsocket and the point_spotlight point to or parent to it.

So I suggest you go take a look if shootable lights your after I suggest these.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
skidz
Obsidian Gold
Obsidian Gold
Posts: 3228
Joined: Mon May 29, 2006 6:36 am
Location: Maple Ridge, BC
Contact:

Post by skidz »

Throw a bunch of those flashlight dynamic lights up there. ;)
shiftey
npc_combinegunship
npc_combinegunship
Posts: 705
Joined: Thu Oct 09, 2008 4:45 pm
Contact:

Post by shiftey »

Is there a keyframe_rope or move_rope? Because without it there would be no wire attaching the light to the ceiling unless the prop had a wire in which case the light won't swing when shot.
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

the prop is on the ballsocket it swings deffinately
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
shiftey
npc_combinegunship
npc_combinegunship
Posts: 705
Joined: Thu Oct 09, 2008 4:45 pm
Contact:

Post by shiftey »

Does the wire connecting the wall and light appear as well?
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

let me double check this! :)


Edit yep thats the model:

models/props/de_prodigy/lighthanging.mdl

This model can be dynamic and it has an idle sequence. If your using cs:s anyhow then why not :)

So basically the ballsocket is like 6-8 units from ceiling then the center of this prop is about another 6-8 units down from the center of the ballsocket.

See for yourself if you dont believe me.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
shiftey
npc_combinegunship
npc_combinegunship
Posts: 705
Joined: Thu Oct 09, 2008 4:45 pm
Contact:

Post by shiftey »

I tried that setup and the light didn't move. So they must have randomly thrown a ballconstraint on their light model...weird
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

skidz wrote:Throw a bunch of those flashlight dynamic lights up there. ;)
But that ent needs some fixes first :P
http://www.obsidianconflict.de/forums/v ... php?t=2639
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life »

Image

There^

As you can see there is no rope, the prop just rotates on the ballsocket.
You must of set it up wrong. It may not be as free movement as your after but I think its a good compromise.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Post Reply