Turret muzzle flash light combo. Created 5 years ago2019-08-19 22:54:37 UTC by Dammit_Dude Dammit_Dude

Created 5 years ago2019-08-19 22:54:37 UTC by Dammit_Dude Dammit_Dude

Posted 5 years ago2019-08-19 22:54:37 UTC Post #343050
Hello, I've been messing around with func_tank lately. And I was wondering If there was a way to add light to it.
So, I prepared a test area with a rifle in it. In experimentation, I decided to add a Multi manager to see if It was possible.
It turned out pretty well...Except for the light entity, when The rifle fires It lights on. But, It doesn't turn off until The rifle fires again.
I really need help with this one.
Posted 5 years ago2019-08-20 00:23:02 UTC Post #343051
Really all you need to do is trigger the light twice every time the gun fires. This can be done with the multimanager that you're already using. Just add another keyvalue to the multimanager representing the name of the light entity and the delay in milliseconds which represents the amount of 'on' time of the light, which should be a really short delay like half a second or less.
Posted 5 years ago2019-08-20 00:43:20 UTC Post #343052
Tried that, And it still didn't work... :cry: It doesn't even appear
Posted 5 years ago2019-08-20 01:33:13 UTC Post #343053
Just tried it myself, it works for me. Have a look.
Created in JACK.
Posted 5 years ago2019-08-21 13:04:12 UTC Post #343059
Hey, It's Me again. I'm sorry for The late response.
When I tried to recreate what You have made in the J.M.F file that You sent, It still didn't work.
But, When I copied Your Multi-Manager and adjusted it so that it's triggered whenever the rifle fires...It works!.......For some reason.
Can anyone tell Me what I did wrong? I'm also vey confused? :quizzical:
Posted 5 years ago2019-08-21 15:04:50 UTC Post #343062
We wouldn't know without seeing your setup that wasn't working :P
monster_urby monster_urbyGoldsourcerer
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