Hi, I am trying to spawn lights on the fly to light otherwise dark areas. I need to spawn a fairly large number of lights - let's say for this conversation, I need to spawn about 100 lights.
I don't really care if the lights can move after they have been spawned - just need them to be spawned at runtime ( as opposed to being compiled in the map ). They also cannot die in a second or two. These are meant to light areas for the extent of the round. So they must be alive for 15-30 minutes at the least. Currently I am trying to do something like: CBroadcastRecipientFilter filter; te->DynamicLight( filter, 0.0, &lightPos, 255, 30, 20, random->RandomFloat(2,4), 400.0, 20, 4.0 ); This seems to create one light, but that's it. Any further calls to the function that contains this code doesn't do anything until the light dies away (currently after 20 seconds). How do I create lots of lights at the same time that stay up for a while. Should I do it on the client side instead? What is the max number on server/client when it comes to lights? Is there some way to not use dynamic lights maybe? I am basically looking for a good way to do this. Any pointers would be appreciated. I was thinking of maybe just spawning lots of point entities that dont do anything, but on the client side, these are looked at and when the player has em in his viewcone a dlight is generated for like 0.1 seconds in some sort of Think function. Again. Don't need the lights to actually move after they are spawned at a certain position. Just need to be able to set that initial position and maybe be able to turn em off/on. Also this is a multiplayer mod. So not just one player involved. Thanks, Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders