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
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