coronas (light effect)


(kat) #1

<font size=“2”>just another ‘is it me’ type question
I’m having ‘odd’ problems with the use of coronas. I’ve placed one at the heart of a flame (torch) so you get the corona effect in the right position but I’m having compile problems…

…if I adjust the values to some of them they will show up in game but the ones I left ‘as is’ don’t. If I then adjust the ones that didn’t work they now show up but the previous ones don’t (using 1.2.9 btw) anybody had this happen/know what’s going on???</font>


<font size=“2”>nothing to add your honour… except… maybe quake3bits?? Is that alright??</font size=“2”>

<font size=-1>[ This Message was edited by: kat on 2002-07-26 14:30 ]</font>


(kat) #2

<font size=“2”>just a little update…
coronas seem to be able to accept the following key/value pairs

_color/color_index_number
scale/0.0-x.x (1.0 is the default and only seems to like 2 digits - 1.2 rather than 1.25)
angle/xxx (not sure what this does as the coronas works with or without it)

There’s probably more you can do but I’ve tried these in relation to me problem… altering the values makes no odds… :flummuxed:

They’re not ‘dynamic’ so can’t be switched off but they don’t seem to effect FPS like dlights…</font>


<font size=“2”>nothing to add your honour… except… maybe quake3bits?? Is that alright??</font size=“2”>

<font size=-1>[ This Message was edited by: kat on 2002-07-27 13:53 ]</font>


(krekits) #3

Coronas can be switched on/off, it’s done in the ‘tram’ map for example. Scripting and alertentity.


(kat) #4

I don’t think it’s that but I’ll double check to make sure I haven’t set a surface flag by mistake… thnx dude… :smile:


(kat) #5

<font size=“2”>well finally managed to test the sript trigger ‘alert_entity’ targeted at the coronas… no go, it didn’t work. I had the trigger placed in the player ‘spawn’ section targeted at a target_relay (which I understand is better to do with multiple targets) which is inturn targeted at the coronas (about 20 in all I think).

The only other way I can think to try this(script activating the lot) is to place each one in the script with it’s own unique name and trigger alert_ent… actually now that I think about it that’s probably what I should have done… d’ohh…!!

phew the *.ai and *.script files are getting quite big now…!!

[EDIT]muhahahaahaaaa…! it does work.! I double checked the entities and a couple of them weren’t flagged properly (must have missed um) so now all are flagged as start_off and targeted by the relay… nice… thnx Krekits
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<font size=“2”>nothing to add your honour… except… maybe quake3bits?? Is that alright??</font size=“2”>

<font size=-1>[ This Message was edited by: kat on 2002-08-04 03:33 ]</font>