That was it, I was using proj.act. Tried it with the xanibot and now it works. Thanks.If you use for example the Xanibot3.act it works fine, if you use the proj.act it doesn't work.
Perfectly functioning Flashlight in RF for those who want it
FlashLight - lighting for actors
When the spotlight is triggered, it illuminates all pawns and SEPs on the screen, regardless if they fall within it's arc or not.
- Attachments
-
- Trigger Off
- Image1.jpg (3.24 KiB) Viewed 3709 times
-
- Trigger On
- Image2.jpg (6.95 KiB) Viewed 3711 times
Also, static meshes don't seem to respond to the spolight at all. I tried all combinations of calc-light, fill color, ambient color, etc... Here, virgil is placed as a static mesh. There is a static light above him because otherwise he'd just be all black.
- Attachments
-
- Flashlight Trigger Off
- Image3.jpg (12.64 KiB) Viewed 3707 times
-
- Flashlight Trigger On
- Image4.jpg (14.96 KiB) Viewed 3708 times
- creekmonkey
- Posts: 116
- Joined: Tue Oct 23, 2007 2:55 pm
Keep flashlight from moving
Is there anyway to keep the falshlight from continously moving?
Also I would like to attach it to virgil's head, which when decompiled in Actor Decompiler is listed as bone BIP01 HEAD. But when I try to attach to that bone the light doesnt work.
Also I would like to attach it to virgil's head, which when decompiled in Actor Decompiler is listed as bone BIP01 HEAD. But when I try to attach to that bone the light doesnt work.
- creekmonkey
- Posts: 116
- Joined: Tue Oct 23, 2007 2:55 pm
Resolved
Resolved the issue of flashlight appearing as if it was always moving or fading in and out by changeing the dspotlight style from 2 to 1.
Re: Perfectly functioning Flashlight in RF for those who want it
Where can I find andy's demo? everywhere I looked the link was broken