I wonder whether Flowtron has taken notice of this yet? Seems like there's no real argue like it was too heavy on resources, which would speak against implementation.
Good point, and making a missing "switch" interpreted as off, so it will be compatible with older maps without any hassle.
-edit-
I once had an idea about "dynamic" lights. Something like an entity which will switch lightentities within a to-be-defined range on and off, according to a linear or random algorithm. Would this be possible in general? Just curious.
Example:
/switchlight a b c d
a = radius (cylindrical) of impact, all lightents within this range will be switched
b = switches per second (one on/off cycle)
c = 0 for linear, 1 for random, 2 for etc...
d = 0 for clear cut like blinking, 1 for smooth fading like glowing
(25 Jan 11, 01:06AM)Ronald_Reagan Wrote: I was actually going to change it a little when I have some spare time and make it so the maps cfg could turn it on/off.
Good point, and making a missing "switch" interpreted as off, so it will be compatible with older maps without any hassle.
-edit-
I once had an idea about "dynamic" lights. Something like an entity which will switch lightentities within a to-be-defined range on and off, according to a linear or random algorithm. Would this be possible in general? Just curious.
Example:
/switchlight a b c d
a = radius (cylindrical) of impact, all lightents within this range will be switched
b = switches per second (one on/off cycle)
c = 0 for linear, 1 for random, 2 for etc...
d = 0 for clear cut like blinking, 1 for smooth fading like glowing