[LIGHTNING] Demonstration Map for Lightn Created 13 years ago2011-02-06 01:53:13 UTC by Rory84 Rory84

Created 13 years ago2011-02-06 01:53:13 UTC by Rory84 Rory84

Posted 13 years ago2011-02-06 01:53:13 UTC Post #290105
Hey guys. I got very experimental, and sought the ability to create working lightning in Half-Life.

Here is a demonstration map with a poorly textured house, and a completely working lightning system.

Also, if you're in the water when the lightning strikes, you get splattered.

If you'd like to know how to set the lightning up, it's pretty simple. Beams, light entities, and multi_managers.

Anyway, here is the RMF. Have fun :)

RMF: http://www.mediafire.com/?hwjyf771oi0otz9
BSP: http://www.mediafire.com/?zclanf58rc8551k
Posted 13 years ago2011-02-06 06:37:58 UTC Post #290108
There's a section in the Map Vault for example maps. You should upload it there so that it won't get buried and subsequently lost to the black hole that is the Forums.
Posted 13 years ago2011-02-06 06:59:24 UTC Post #290109
Wow this is pretty cool! The sound is good and the water kill is a nice touch.

Any way, the map needs some "mikeswad.wad" that i didnt have, so i had to fake it. Also it requires the tfc.wad

The lightning could last a little longer thou, and if played in CS the lights stay on the next round and when the lightning strikes the map darkens for a short time and than its full lit again (reverse than what should happen).

As i said, pretty awesome :D
Only if it were a little longer.
Stojke StojkeUnreal
Posted 13 years ago2011-02-06 16:18:34 UTC Post #290118
The lightning should be repetitive, never ending. Sometimes it's only a couple seconds between flashes, or it can be 20 seconds. If it stops and never flashes again, then it's not triggering itself, and I have no idea why.

I'll be sure to unload those tfc and mikeswad wad files. They weren't even used, they were just loaded when I compiled it - Whoops.
Posted 13 years ago2011-02-06 20:39:24 UTC Post #290129
Alright, it's been uploaded and only uses the default WADs (Half-life, liquids, and decals). Have fun with it, I hope I've inspired a few people :)

Thanks for the positive feedback.

About CS, I think it does that because the light_environment is to turn off and back on when the lightning strikes, and the light entity is 2000 brightness, and white, set to go off .2 seconds after the lightning... To start the sequence, lightningmanager1 2 3 and 4 are trigger_once... In CS, I think these trigger_once entities are reset.
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