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View Full Version : UE1 - UT trigerd lights and mover lighting question


K
28th May 2008, 10:37 AM
Ok so i have this walkway that comes out of a wall when you flip switch #1
The switch works fine and is connected to a dispatcher.
Dispatcher set to extend walkway and works fine.

Problem:
1.I want a red light on the wall to rotate like a siren when the walkway is extended to use. I tried to use trigger light actor but i cant get it to stay off till its triggered.
it is tagged and listed in the dispatcher events. puzzled.:?

2.Also my walkway is not lit when it comes out of the wall even though there is a light right above it! How do i get it to be lit not cloaked in shadow? Special light it? :roll:

Any help is appreciated. I have tried different methods and i cant seem to figure out the right way to do this to get it to work.

DonJeffrey
28th May 2008, 04:27 PM
Dont know if it works but make a static mesh that has a opening where you want the light to shine out. And let it rotate.
And add a light in it that casts dynamic shadow.

K
29th May 2008, 03:28 AM
The answer is much simpler then that.
There is a light actor that makes the rotating searchlight type effect that works quite well.
The problem is getting it to be in a off state till the switch is pulled.

Hourences
29th May 2008, 04:38 PM
No staticmeshes in UE1.. Let alone dynamic shadows.

This has been a while but:
Triggerlight > bInitialOn False
Be sure to have dynamic light enabled in options of the game.

Mover > bDynamicLightMover True - alternatively set BrushRayTracyKey to 1, enable Brightcorners in surface properties, if all else fails, do use special lit.

DonJeffrey
29th May 2008, 05:05 PM
Oh this is ued 1 :P sorry