Can you create flares on Hammer? Created 20 years ago2004-01-16 22:19:37 UTC by wurdup wurdup

Created 20 years ago2004-01-16 22:19:37 UTC by wurdup wurdup

Posted 20 years ago2004-01-16 22:19:37 UTC Post #12314
Im trying to create a flare for use on a CS map. If have made an elevator using the func_train option and the elevator is the flare. Its triggered by somebody walking over it and shoots up in the sky. It works fine but it obvisously needs to have dynamic lighting so it lights up the sky around it as it goes off.
I know there are problems with adding lighting to elevators but somebody mentioned there is a tool for this.
Have you got any ideas to add this lighting effect or a link to this tool?
Posted 20 years ago2004-01-16 22:45:45 UTC Post #12316
Not sure if this is what you want,
But you could include a heap of env_sprites on the path of the elevator and trigger them using a multimanager that adjusts the firing rate to follow the elevator.
Complex entity's like this are not normally associated with CS. That doesn't mean, don't try it out... it just means that if it crashes the sever, don't blame me for not warning you.
Posted 20 years ago2004-01-16 23:16:04 UTC Post #12322
could probably do it with an env_laser, but it would be tricky and prone to mistakes and crashing online
Posted 20 years ago2004-01-17 09:55:39 UTC Post #12365
it might be easier to just have a light entity in the air with a huge brightness setting, and have it targeted
Posted 20 years ago2004-01-17 11:08:20 UTC Post #12373
With spirit you can "move with entity:" but that doesnt work for cs.
Dont use complex things in multiplayer, itll just get messed up.
Posted 20 years ago2004-01-17 12:45:53 UTC Post #12391
um, why not just target the elevator (flare)
kill it when it reaches the sky,
and target a really bright light - like in de_aztec and
use env_renders to make an env_glow appear and disappear...
(renderamt = 0 for invisible ; ~240 for visible
Posted 20 years ago2004-01-18 10:20:02 UTC Post #12553
the light enitity in the air is good i tried it but doesnt look right as the light is suppose to be emitted from the moving flare.
Kol suggestion sounds intereting I could use several env_glow to follow the flare up (not attached to it) set to glow at specific points but how would I go about this, any suggestions?
Posted 20 years ago2004-01-18 10:21:16 UTC Post #12554
sorry i forgot to mention im a newbie and havent really used env_renders before
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