I've recently been trying to cause real-time lighting change effects like the ones I was able to do in the unreal one engine and 2003/2004.
For a base wide alarm system, which drops to red light emergency lighting in my new map, the player triggers an event cutting the power cables
Does anyone know if trigger light actually works in the postal engine, I try to recompile the code to get my hands on, the default property Initial brightness and it was happy to show the property in the editor but I can't get to go.
Has it gone the same way as the rest of the dramatic lighting system.
Or was it just not implemented in time to the postal engine?
So, does anyone know high can cause queued lighting heck, even one light switch would do.
I guess that's, I could work round it using movers, but it's not very optimum.
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Ligthing and lighting systems
#3
Posted 08 August 2005 - 10:47 PM
YES! It works, just found out yesterday!
To make it work you have to set
Object -> Initial State to "Trigger Toggle"
lighting -> bDynamicLight to true,
then it'll work
Now you can add a trigger and enable and disable the light this way.
Let me know if you got any problems!
To make it work you have to set
Object -> Initial State to "Trigger Toggle"
lighting -> bDynamicLight to true,
then it'll work
Now you can add a trigger and enable and disable the light this way.
Let me know if you got any problems!
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