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[ Picked text/plain from multipart/alternative ]
Sure thing.  The following code is inside of the think function for the
flare.

    if(GetAbsVelocity() == Vector(0,0,0) && m_bFlareDeployed == false){
        CBroadcastRecipientFilter filter;

        te->DynamicLight( filter, 0.0,
            (&this->GetAbsOrigin()), 255, 30, 20, random->RandomFloat(2,4),
400.0, 20, 4.0 );
        m_bFlareDeployed = true;
    }

This boils down to a 400 unit red flare with no delay centered at the origin
of the flare model.  The intensity is randomly generated within a range to
add some variety, and the flare should last for 20 seconds with a 4 second
fadeout.

Thanks for your help.

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