<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
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)
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.
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
<!--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 ;|
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-->
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-->
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-->
<!--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
Comments
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)
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
it's more hard for the marines to see the aliens ;|
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