Multiple Switchable Lights Problem Created 18 years ago2006-10-12 09:09:47 UTC by KingDaniel KingDaniel

Created 18 years ago2006-10-12 09:09:47 UTC by KingDaniel KingDaniel

Posted 18 years ago2006-10-12 09:09:47 UTC Post #199373
I've been trying for ages to create a corridor with lights that turn on as you walk past them. The problem is that only the first two lights light up the level. The others will light up the players weapons and (sometimes) npc's but not the world.
Any ideas?
I should point out that i haven't updated HL2 in 6 months and i'm using an old computer (geforce 4 ti4200 64mb gfx card).
Thanks...
Posted 18 years ago2006-10-13 03:33:20 UTC Post #199500
Any compile errors in log?
Posted 18 years ago2006-10-13 05:35:37 UTC Post #199502
Tell me what light entities you used and how you set up the triggers etc.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-10-16 08:55:21 UTC Post #199805
I used a simple trigger_once to a logic_relay turning on light 1, then light 2 2 seconds later, then 3 etc.
No compile errors (avoided the max switchable lights on a face thing -can't remember what it's really called- VRAD does by spacing the lights apart).
All i'm trying to do is the same as is done in the HL1 intro - where all the lights down the train tunnel go on as you pass.
Can anyone else get a similar effect to work in HL2? I want to know if it's my aged comp or a weird engine limitation in HL2...
Posted 18 years ago2006-10-16 09:40:24 UTC Post #199807
Perhaps Source can't handle that many lights at once in one room.
What's the distance between them?

Also, post it in the problem maps section so we can have a look at it. :)
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-10-16 12:56:19 UTC Post #199830
From experience you can't have too many lights with names.

What you do is simply go to flags and have the lights start off by unticking s tart on.

Then trigger them to turn on.

Use one trigger_once that triggers lights 1 to turn on and then after 2 seconds lights 2 etc.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-10-19 15:05:05 UTC Post #200125
You don't need a logic_relay for this. You can do this with one trigger or multiple triggers. You said you want the lights to turn on AS you walk past them right? So set up multiple trigger_once's, each next to a light. And set it to "OnStartTouch > Light1 > Turn On" Then go to the second light and do the same thing except set the outputs to, "OnStartTouch > Light2 > Turn On" Ect.. Now if you want the lights to turn on at intervals by themselves, just use one TRIGGER. And do "OnStartTouch > Light 1 > Turn On >With Delay of 2" Then in the same trigger just do the same thing except make the numbers higher. "OnStartTouch > Light 2> Turn On >With Delay of 4"

Hope that helps. :D
Posted 18 years ago2006-10-20 09:43:19 UTC Post #200225
Exos: I tried it that way first. Didn't work so i went for the simpler method i mentioned above. I used a logic_relay becuase that way it's easier to switch between trigger methods (i.e. button, trigger_once, put it after some other event etc. without copy+pasting all the outputs and changing "On Touch" to "On Trigger" etc.)
There were four lights.
I'm not at my home computer right now but i will post it in the problem maps area at some point...
Posted 18 years ago2006-10-20 10:32:23 UTC Post #200230
And I will be the one to fix it for I swore an oath to do so last night!
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-10-23 08:51:47 UTC Post #200516
PROBLEM SOLVED!!!!
It was ?too many light styles on a face?. The fix is to put 1 unit thick ?Block Light? textures midway between the lights to stop them overlapping. Apparently spacing the lights out isn't enough (i guess they overlap when they 'bounce').
You?d think that after mapping for 5 years I?d notice all the warnings on the compile dialogue :P
On the plus side, the result is really cool...
Thanks anyway, everyone!
Posted 18 years ago2006-10-23 17:52:44 UTC Post #200589
Haha, daniel, you never cease to amaze us, you just get back up and keep going! well done
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