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Reenable Dynamic Lighting for Batteries #171

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MyGamepedia opened this issue Nov 16, 2024 · 2 comments
Open

Reenable Dynamic Lighting for Batteries #171

MyGamepedia opened this issue Nov 16, 2024 · 2 comments
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enhancement New feature or request entity-issues engine entity-related bugs/crashes/issues

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@MyGamepedia
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This feature is not used in multiplayer mode for some reason.
SP.

Black Mesa Screenshot 2024 11 14 - 14 14 00 38

MP.

Black Mesa Screenshot 2024 11 14 - 12 35 02 22

This effect can be recreated with parented newLight_Point entity. The settings is:

Light color(lightcolor ) 20 181 214 255
Appearance(style) Flicker A
Light Intensity(Intensity) 256
Texture Name(texName) lights/lightcookie_battery.vtf
Enable Texture Light(bTexLight) 1
Specular Multiplier(SpecMultiplier) 0
Light Type(lighttype) 2
Range(range) 30 (needs to be confirmed)

Such point light attached to models origin point (not attachment point).

Want to note that dlights created by batteries in SP are client side/not solid entities, so you can't give them a name or change lighting values via LightScript.cfg.

@Alienmario Alienmario added enhancement New feature or request entity-issues engine entity-related bugs/crashes/issues labels Nov 26, 2024
@Alienmario
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Found cl_battery_dlights, which is already enabled, so we may indeed have to create those entities (this will take up slots though).

@MyGamepedia
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Found cl_battery_dlights, which is already enabled, so we may indeed have to create those entities (this will take up slots though).

all this cvar does is enable/disable render for the lights. iicr, with suit chargers you need to spawn new charger if cl_suitcharg_light_on was 0 when you spawned charger, with battery you don't need to spawn new battery. i assume that MP just don't spawn lights for batteries for some reason.

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Labels
enhancement New feature or request entity-issues engine entity-related bugs/crashes/issues
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