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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.
The text was updated successfully, but these errors were encountered:
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.
This feature is not used in multiplayer mode for some reason.
SP.
MP.
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.
The text was updated successfully, but these errors were encountered: