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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Moving a light entity?
zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 11:22 am
Folks,

I have been trying a (large) number of tests to see if i could move a light entity and i am now concluding that it isn't possible, can someone confirm this?

I cam across a Script from COD:UO where script_origin could have lighting properties and could be moved, i guess this isn't no more in cod4?

Last question, if I have a primary light and move a brush right on it, would it remove that light?

Thanks!
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PoSSe
General Member
Since: Jan 23, 2006
Posts: 89
Last: Oct 20, 2009
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 02:36 pm
Hello Zeroy, try this link.
On page 2 Pedro has a downloadable link with the .map file.
The elevator has a light that moves with it. I had to resize and retexture the elevator to fit my map. I figured out how to get it all working execpt the light. I am having the same issues they are with the sound. What I did was place a script_origin for sound in the middle of the elevator shaft and that seems to work fine. That doesn't work for my subway cars because the track lenth is to long.
Hope this helps. If you do figure it out please let me know.
Thanks

edited on Sep. 8, 2008 10:37 am by PoSSe
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 02:40 pm
No link Posse [duh]
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PoSSe
General Member
Since: Jan 23, 2006
Posts: 89
Last: Oct 20, 2009
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 02:48 pm


edited on Sep. 8, 2008 10:55 am by PoSSe
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PoSSe
General Member
Since: Jan 23, 2006
Posts: 89
Last: Oct 20, 2009
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Level 3
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 02:53 pm
http://www.modsonline.com/Forums-top-76023-60.html%23616243

Sorry I must still be asleep.
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 03:50 pm
PoSSe writes...
Quote:
The elevator has a light that moves with it. I had to resize and retexture the elevator to fit my map.
Where do you see a moving light in this map?
The light will be, where it was placed, all the time (it don't move).
Check it.
If you go up with the elevator, half the way the playermodel becomes dark (coz. it moves out of the light).

Example pics.
Lower level (playermodel is lighten)


upper level (playermodel is dark)


That indicates, that the light entity don't move with the elevator.
Light entities can't be moved.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 03:53 pm
Thats what i thought as well. Im going to try to move a Shadowcaster brush in front it and see what happens....
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 03:57 pm
That will work.
I've tried that a few time ago with success (with a primary light and a simple curve patch with tool texture shadowcaster).
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 04:02 pm
OLD_MAN_WITH_GUN writes...
Quote:
That will work.
I've tried that a few time ago with success (with a primary light and a simple curve patch with tool texture shadowcaster).


Thanks, i hope so :) -- The good thing with the shadow caster is that its completly non-colliding [jumping]
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mace_mr
General Member
Since: Apr 20, 2008
Posts: 3
Last: Sep 8, 2008
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Level 0
Category: CoD4 MP Mapping
Posted: Monday, Sep. 8, 2008 04:51 pm
I don't think "moving" the lights are your issue...I'm using moving lights to acheive a blinking effect. What you may run into is the fact that when the reflections are generated, the starting position of the light is used. For this reason, I had to set all my lights to where they were going to be "on" in order to have lighting. When they're moved to the off position, the engine properly recasts. But place them in map where they would be in off position then move them to on, and the lights do not interact with the environment.

Maybe you could go into more detail as to the effect that you are trying to acheive?
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