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:
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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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