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Lightmaps and doors

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SkinnedAlive Joined: 25 Feb 2005 Posts: 65 |

Posted: Thu Jun 05, 2008 3:28 pm Post subject: Lightmaps and doors |

I'm working on a wave-based co-op mod. It's no spoonmatch but hey. I have some monsters and a wave system in place but it needs a little more flavour. So 2 questions: Is it possible to make the lightmap temporarily pitch-black via QC? and How might I go about making doors that only open on certain waves?

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Jun 05, 2008 7:44 pm Post subject: |

You could maybe hack a light with some compiled lightstyles, then have some sort of hack that forces a certain lightstyle for it, then force it to what lightstyle you want when triggered _________________

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Supa Joined: 26 Oct 2004 Posts: 122 |

Posted: Thu Jun 05, 2008 7:53 pm Post subject: |

Quote:
Is it possible to make the lightmap temporarily pitch-black via QC?

Take a look at the bottom part of WorldSpawn in world.qc. Keep in mind that switchable lights will have a unique lightstyle number assigned to them during map compiliation so that'll present a fun complication for you to deal with. Come to think of it, you could easily solve this problem with the solution for your second problem..

Quote:
How might I go about making doors that only open on certain waves?

A nice way to do it would be something like a trigger_wave point entity. You'd set .open and .close values and target it to a set of doors (or other things..). At the beginning of every wave you'd cycle through all trigger_wave ents - should the current wave number match up with the .open or .close settings for a trigger_wave ent it'd fire its targets, opening or closing whatever door you targetted. You could just set .open/.close values for each door and cycle through doors, but a trigger_wave entity could be so much more fun. :)

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