trying to make a revolving light

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Hossy

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I've been working on this for two days and seem to have gotten nowhere.

I'm trying to make a revolving right light go back and forth on a 180 degree path (not completely rotate 360 degrees). I haven't even begun to work on the 180 degree part because I'm trying to find a light that will shine in game and move. I've tried light_dynamic, but that doesn't seem to work (unless I'm doing it wrong). Can anyone help? Even with pieces of the puzzle. I figure these are the steps I gotta do:

1. Create light source (red spot light?).
2. Create func_rotating.
3. Create phys_hinge.
4. Set light source and func_rotating as entity 1 and 2 on hinge.
5. Create constraint system (NO idea how to do this).

I'm probably missing like 30 steps though. ;(
 
yes, you have to use light dynamic, use one of ichi's tutourials for this.
 
Light_dynamic is different from other lights, and I have no idea why Valve made it that way. It has a second Brightness property (that is ideally set between 1 and 10), it has a maximum distance that cannot be infinite (so you have to declare a maximum distance), it has light cones and a spotlight end radius (aren't they mutually exclusive?)...

In any case, you would probably want a func_door_rotating that opens 180 degrees, then closes, then automatically opens itself via its OnFullyClosed output and Open input. (Don't forget to move its blue-ball Origin to the point around which you want the entire door to rotate.) You'd parent a light_dynamic to the rotating door (set the light's Parent property to the name of the door).

Tada, rotating light.

Func_rotating is for fans and such as that that rotate 360 degrees, indefinitely. Phys_hinge is for hinging physically-stimulated objects (like barrels, or physics doors).

A constraint system is merely a phys_constraintsystem entity that physics constraint entities (such as phys_hinge and phys_constraint) call on if they have a chance of acting on the same entity. If you have a hinge and a constraint acting on the same two barrels, for instance, you would want both the hinge and the constraint to call on a phys_constraintsystem (via their "Constraint System Manager" property) to ensure that the hinge and the constraint don't stress the engine by fighting each other.
 
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