Searchlight Created 14 years ago2009-10-18 19:06:41 UTC by DiscoStu DiscoStu

Created 14 years ago2009-10-18 19:06:41 UTC by DiscoStu DiscoStu

Posted 14 years ago2009-10-18 19:06:41 UTC Post #274570
I intend to make a sort of searchlight that follows a defined path.

Now that I have my path sorted out with a func_train, I want to make a light that "follows" it. I first thought of a func_tank, but then I realised the func_tank doesn't have a "target". I can't imagine any other way to pull this off.

Of course, I could just use a func_rotating or func_door_rotating but it would be much better if the movement wasn't so monotone. Of course, I'll still do that if there's no way to make one with a special path...
Posted 14 years ago2009-10-18 23:36:35 UTC Post #274581
hmm.. a spotlight that appears to be apart of the train itself?

or a spot light set away from the train that aim's towards it following it

because i have a theory for the first one, and a really ugly solution for the second..
1st - 'ave you tried simply placing a light/light_spot and then 'to entity' it with the train as you making the train (much like you would with an origin brush, ect.)

seems that would fundamentally work out
and secondly (2nd) - the spot light to follow.. i imagine would have something miraculous set up with info_landmarks.. but seeing how i have no luck with that entity.. i'll just suggest a trick i had to use with that map that had to many face lights..

and create a func_illusionary brush (or in this case, a func door_rotating, func_train, ect.. that can move and has the 'not solid' checkbox) that resembles a beam of light (they mention it in the func_rotating tutorial) use the additive/texture effect, 45-120 should do nicely. place a small light of your choice to where it will effect the func_door_rotating or whatever the f your using. and of course make sure the 'not solid' is checked

(may take a little finesse to make it look like its pointing at your previous func_train as it passes) riggish, but it worx.
Posted 14 years ago2009-10-19 01:34:00 UTC Post #274586
I'm pretty sure actual lights can't move.

psilous' idea of making a brush that looks like a beam of light might work, depending on how complex the train's path is.

Other than that, I wouldn't know.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-10-19 06:41:36 UTC Post #274590
Set the spot_light's target to the train and see if that works.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-19 13:38:24 UTC Post #274604
Thanks for your comments. What I actually meant when I said "light" was "func_illusionary simulating beam", I didn't notice at the moment of posting, sorry.

The idea is that the func_illusionary should "follow" the func_train whose sole function is to provide a path for the search light. Hence I had thought of a func_tank (a funk tank?) but then I found out it a) doesn't have a target, and b) it doesn't have a Not Solid flag.

It seems like a func_rotating or a func_door_rotating are still the only way to do this...
Posted 14 years ago2009-10-19 14:35:56 UTC Post #274608
I am not entirely sure if it will work properly but perhaps you might want to explore creating a custom sprite and couple it with an env_beam or laser.
Posted 14 years ago2009-10-19 15:12:31 UTC Post #274611
set the texture scroll rate to like 1, and have the beam width to 64 units? Make it really wide and turn the brightness down
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-10-19 16:53:15 UTC Post #274630
Yeah, if that looks the way you want it to, it should work like a charm.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-10-20 01:28:44 UTC Post #274653
Ahaaa that's very interesting! I have never ever used env_beam or env_laser. I'm sure it's worth trying, thanks!

Edit: Yep, that's indeed the effect I was trying to achieve, although it doesn't look as cool as a func_illusionary would for what I'm trying to achieve. Although this does open a door to other possibilities...

Edit2: I just realised it does work great, for the beam. Not so for the artifact and lamp emitting it. Back to func_rotating and/or func_door rotating...
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