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pyromx   Posted 13th Jan 2006 9:08pm
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Post 5 / 31

Well if anybody has something up or is working on it you can always show the progress here I'll be glad to see this!
Pyro MX    
Sprok   Posted 27th Jan 2006 2:21am
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Post 4 / 5

Looks good Pyro. It'd be cool if it had like 3 new sniper spots in each base. And a switch somewhere in each base that lights up the middle of the map (I.E that big square in the middle )where if ya runnin through someone will spot ya and kill ya
Anyway it'd be cool if this map was made, it'd be a essentail
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goober   Posted 27th Jan 2006 10:20am
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Post 1902 / 265

i do not think that lights on triggers is possible...
i have not found a way, if anyone has, please post it here!
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smotty   Posted 27th Jan 2006 3:28pm
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Post 128 / 163

or better yet,like a spot light in a prison yard,where you can get on it and move it around, and maybee shoot it out.then put in,AC/DC jail break song..LOL
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goober   Posted 28th Jan 2006 12:40am
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Post 1931 / 265

Just looking at what i could do with this idea, ill take it. now whered those concept pics go? ill get started right away!
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Vidi44   Posted 28th Jan 2006 1:20am
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Post 558 / 668

Quoting goober
i do not think that lights on triggers is possible...
i have not found a way, if anyone has, please post it here!


Well, I've dedicated a lot of time to this, and I've not found a way to do it. I'm very curious as to anyone who's made progress with it.

So far, the best I've been able to do is artificially turn lights off by throwing a mess of solid textures in front of the light. Extremely time consuming and threw the map into 5-10 MB range for just one light.

As far as I know, the "switch light state" and "change light color" (color should be colour, we all know that!) events don't work. Too bad Volition can't patch RED to fix all those little "intrigues".
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E_Darkness   Posted 28th Jan 2006 2:40am
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Post 150 / 338

You might beable to simulate triggered lights. If you use Ninja's idea for glowing walls triggered mixed with GTA idea of rotating light beems you should beable to get the effect going.
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goober   Posted 28th Jan 2006 2:41am
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Post 1932 / 265

ive completed a "fake" light switch... it involves darkness and brightness lights... it is not totally reliable though... still working at testing it in alot of senarios

edit:
the easyest way would be to have one huge beam from beam light over the area... but that would require a mod to add a new cluttar...
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 Modified Jan 28th, 02:42am by goober
pyromx   Posted 28th Jan 2006 10:05pm
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Post 6 / 31

Quoting goober
Just looking at what i could do with this idea, ill take it. now whered those concept pics go? ill get started right away!


There!





Happy map making!
Pyro MX    Modified Jan 28th, 10:14pm by pyromx
NoClanFrank    Posted 28th Jan 2006 10:40pm
Post 2133 / 5840
I see you replaced the walk way with glass in this picture:

At the same time, I see that you only did it on a small part of it. Why not do it all in glass? Well not all of it, just the wire walk ways.
As far as how it looks. it looks way better than the original. Well that is just my opinion.
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pyromx   Posted 28th Jan 2006 10:49pm
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Post 7 / 31

Well I didn't replaced anything with glass, it is because I run in minimum details so that is why there are wires missing on the walk way. But hey, doing it in glass is a great idea!
Pyro MX    Modified Jan 28th, 11:20pm by Forum Moderator
NoClanFrank    Posted 28th Jan 2006 11:20pm
Post 2134 / 5840
Just remember, it's your idea.
But I like it.
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pyromx   Posted 29th Jan 2006 3:52am
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Post 8 / 31

Quoting NoClanFrank
Just remember, it's your idea.
But I like it.


Oh I won't forget it , but anything that could make the map better should be taken into consideration . About those light triggers tho, the triggered lights (if it can be done) should not be too big if the lights are placed like in the concept pictures. We don't want to take out the stealth part eh if there are too many lights, then the map's ambiance could suffer from it.
Pyro MX    
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