Ok after playing all day I figured out how to fix the problem.
I was given the suggestion that maybe have the entity move into place with a script_mover. Have it hidden in the ground and then rise-up when triggered. This is a Band-Aid fix to the problem but is a solution. The issues I have with this is that it would require me do add more elements to the already very long scripted sequence. As a matter of fact I would have to break the script up to have this new element triggered properly.
Not good. Everything has been timed to activate in sequence and this would force me to spend many more long hours timing everything again.
I knew the answers lied in the shader that I was using and it did. The flame effect that I was using was one of the flames shaders in the SFX folder. If you notice there are many different flame shaders in there, I asked myself why? and looked deeper into the differences in the shaders.
Each of the shaders had these commands
surfaceparm nolightmap
surfaceparm nodlight
q3map_surfacelight (and a number)
The q3map_surfacelight command tells the engine to light the shader to a certain intensity during the light compile phase of the build. A value of “0” is no light, a value of “10000” is a really bright light and all the numbers in-between are degrees of emitted light between “off” and “super-bright”.
So I set the value at “0” which is no light and I’ll add a “dlight” to the sequence that will give me the flaming light I will need when the entity is triggered both on and off. :fing24:
Thanks for the suggestion demoneye, but I think you’ll find the solution I found much easier and more valuable to use.
My headache is now gone.
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