How are you making the lights? Can you paste the code?

On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:
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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.
> > --
> >
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