How can I disable lighting?

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
For my current map project, I am putting lights underneath the capture point, that I want the light to switch when it is captured, Blue for blu capture, red for red. But I don't want both to shine at the same time (which is my problem)
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Enjoy your compile time
its funny, i time my compile times... its sped up.... but still, what should I target it to? the capture point, or the point?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Isn't there a way to add spotlights that use deferred light? Like, they work like the old Half-Life 2 flashlight or something? I know there are entities in other Source games (flares, those camera bots) that cast cheap deferred light. That might be ideal in this situation.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
You want to avoid illuminating a play space red or blue, because the colours of player models will become hard to distinguish.

Give point_spotlight a try. It's not a light, it's a halo/corona/tyndall effect that simulates a spotlight but doesn't generate any actual light, so it won't affect lightmap sizes.

Give each coloured set a name (e.g. light_red and light_blue), then you can send outputs to them from the control point entity when it changes owner.

FYI point_spotlight has a maximum width of 72 or something like that so if the effect isn't wide enough, then try reducing its length.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
and thanks for the help everyone, but I still cant get it to work, oh and a side note update: I fixed that cart bug I had. apparently the intial track setting was unlinked, and the cart origin was off.