Breakable Search Lights


06-12-2003, 08:10 PM
Hey guys, I'm tryin to make a Spotlight which rotates a certain amount. This doesn't seem to difficult but how would you make it so you can shoot the light out???
Any help is good help.

Keep it Real
Malice

Kehldon
06-13-2003, 12:06 AM
Just make a func_breakable infront of it that targets a trigger_relay that turns the searchlight off... I guess :)

06-13-2003, 12:31 AM
Thanks Man I appreciate it.

Q: How do you make them turn???
keep it real.
Malice

El Capitan
06-13-2003, 01:41 AM
don't make them turn....trust me :P

Kehldon
06-13-2003, 02:09 AM
I think there are two ways but I havent done neither of them myself.

First you probebly use a func_pendlum and have the searchlight move with it.

Otherwise you could try light_spot targeted at a info_null that moves with an invisble track_train.

I would go with the first one if you arent an expert on entities, and even that one might be hard to get to wrok as intended.

Good Luck! :D

El Capitan
06-13-2003, 03:04 AM
**sigh**

I said don't make them turn :P

Both ways really mess up the FPS on your map

func_pendulum is also very VERY buggy

There is no way to make the spotlights move without them sucking :P

Kehldon
06-13-2003, 03:39 AM
Let the boy(?) try atleast! Its not like it cant be done...

Even if the result isnt great, he still might learn a few things trying...

El Capitan
06-13-2003, 05:16 AM
ok, i just dont want him to waste weeks on it like i did :)

xerent
06-13-2003, 06:00 AM
you can try having a number of lights being triggered on and off in a row using a multimanager. but to coordinate that with a moving spotlight, gah! :)

Plato
06-13-2003, 09:04 PM
Make func_illusionary light beam using brushes and set the render fx value lower so renders translucent (its probaly your best bet). Use a yellow texture too. Then make func_train and assign the light beam to 'Move with' the func_train and have it spin like you want.
As for destroying it, i don't know. I'm sure someone here could tell you.

-Plato

El Capitan
06-14-2003, 07:19 AM
with a func_train wouldnt the whole brush move with it? I don't think you can make it so that one end will stay put in a location. And it will still lag the map ;)

06-14-2003, 11:50 AM
use what plato said, and have an env_render render out the illusionary and create a gib_shooter that shoots out glass once the searchlights destroyed. say it was an objective. u would have the clipping of the searchlight, and an outer skin a little bigger than the original clipping as a func_breakable. once the func_breakable is destroyed, target a multi to turn off the light and trigger the env_render so that takes out the illusionary. i guess thats what u prolly wanted.

TheNomad
06-14-2003, 03:01 PM
you could make it into a model...

06-14-2003, 03:06 PM
i was relating to the hk_searchlight.mdl a searchlight model made by HK

2ltben
06-14-2003, 03:31 PM
Couldn't you make it player-controlled with a func_tank or something, and set the light and breakable to move with? I'm just guessing, I'm a complete idiot when it comes to mapping, all I can do is map for BF1942:D

El Capitan
06-14-2003, 04:02 PM
func_train is definately not the way to go.

I think Nomad's idea of making a model and seting the additive transparency would be the way to go, using env_render to make it disappear when broken.

Problem is, you would need to know how to model

06-14-2003, 04:36 PM
GOON did a very good example of a rotating searchlight in dod_yard. I am not sure how he did it though. http://www.adinclark.com/ You could try contacting him from his site to see how he did it so well.

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