I see. That's kind of annoying.
The same trick with a normal light and triggering with kismet can be used with player spawns, too?
And is it the fact that it's a dynamic light, or just that it's a flagbase/node?
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FarbrorFisk repliedThe glow of the flag and core nodes will always bleed. you need to go through their options and remove the light connected to their base, add a normal light there instead.
If you want the light to go off, and make it lighttoggle and toggle it through kismet when the flag is offbase.
But to awnser your question. Normal blocking volumes can be set to block light. It's in a checker box in its properties, it is off per default. (however this will not work against flagbases and nodes.
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Dopefish started a topic Blocking lightBlocking light
Is there something similar to a blocking volume but it will block light instead?
In a CTF map I'm making, I have a room kind of underneath and to the side of where a flag is. The room is closed off so no light from the flag should make it through. However, the glow from the flag bleeds into the upper corner of the room next to it. There are two shots below. The first one shows where the flag is at, and the second one shows the room where the light is bleeding through in the corner.
[shot]http://imk.cx/junk/lightbleed1.png[/shot]
[shot]http://imk.cx/junk/lightbleed2.png[/shot]
I also notice that I have a two-floor area, and a spawn point on the second floor. When a player spawns on the second floor, you can see the dynamic light flash on the ceiling of the room below it.
So really, I'm just wondering if there's a way to set up some kind of brush that blocks all light from passing by it.Tags: None
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