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UE1 - UT trigerd lights and mover lighting question

Discussion in 'Mapping' started by K, May 28, 2008.

  1. K

    K i bite

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    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.
     
  2. DonJeffrey

    DonJeffrey New Member

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    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.
     
  3. K

    K i bite

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    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.
     
  4. Hourences

    Hourences New Member

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    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.
     
  5. DonJeffrey

    DonJeffrey New Member

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    Oh this is ued 1 :p sorry
     

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