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Posted

How do you get switchable light entities to be turned off at the start of the map? i couldn't see anything relevant in the properties list.

 

Thank you

 

I think it was start_off 1.

Check the inherited properties.

 

If that does not help, right click in the entity inspector and select add spawnarg, or something similar. You'll get a list of all spawnargs, shouldn't be difficult to find the correct one from there.

 

I hope this helps, I can't check the exact method now, I am at work.

Clipper

-The mapper's best friend.

Posted

For non-extinguishable lights use start_off 1. For extinguishables use extinguished 1

 

I am uncertain if the above works with light entities such as candles but if not, try:

 

set extinguished on flame

1

 

If it doesn't work you may have to do a separate model and flame but that means candles won't be snuffable.

Posted

Well, things like candles and torches (I think) have an 'off' entity already. Gotta be careful because some lights are called :

torch

torch_lit

 

and some are named

 

torch

torch_unlit

 

obviously one tells you whether or not it's lit, the one that doesn't say is opposite.

 

Same with electric lights, and I suppose levers just invert send a signal, (not on/off) but not sure. You might be able to use unlit sources and just link to a switch.

Dark is the sway that mows like a harvest

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