How are you making the lights? Can you paste the code?
On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:
-- [ Picked text/plain from multipart/alternative ] Browsing through the code this sounds like a reasonable answer, but unfortunately I'm not sure of how to answer your question of what ID I am using. For the TE system you don't pass in any sort of ID when you create a dynamic light, nor do I see an obvious place within the object hierarchy to go about modifying this ID even if I wanted to. As far as I can tell there's not even an entindex in the basetempentity hierarchy - at least, there's no obvious way to retrieve it like in normal entities. Is there another system that I should perhaps be using instead of tempent? Or am I just not understanding a simple principle of the system? On 7/26/07, Garry Newman <[EMAIL PROTECTED]> wrote: > > What ID are you using to spawn the dynamic lights? Networked entities > usually use the entindex.. I'm not sure what the tempents are > reporting as their entindex but it sounds like they're reporting the > same thing so each tempent is editing the same light.. > > > garry > > > On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I have a quick question for the list. I'm currently trying to create a > > flare that begins emitting light for twenty seconds after coming to > rest. > > I've been successful in creating the flare, firing it, and turning on > the > > first light, having borrowed much of the code from weapon_flaregun.cpp. > > However, I'm running into a problem when multiple flares are fired. > > > > Currently triggering of the light is handled by the think function in > the > > flare. When the flare has ceased to move, it spawns a temporary dynamic > > light entity with an empty recipient filter (I've not found much > > documentation on the filter, so I'll need to play with this to figure > out if > > it should be empty or not). This works perfectly when one flare is > fired, > > however as soon as the second flare is fired the first dynamic light > source > > dissapears. The model for the flare remains and the other portion of > the > > thinkfunc that spits out sparks continues to work, but it seems as if I > > can't have two light sources spawned by the te->dynamiclight at the same > > time. Any thoughts here? Am I using the right system for what I want, > or > > should I be looking elsewhere? > > > > Furthermore, if someone has some advice on how to create a dynamic light > > source that's capable of movement so I needn't wait for the flare to > stop > > moving, that would be appreciated. > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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