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Posted (edited)

So in one of my maps I am "trying" play around with dynamic ambient light levels. The wiki article is missing some info and has some typo's but I cant get iot work like I have done in the past - https://wiki.thedarkmod.com/index.php?title=Dynamic_ambient_light#Dynamic_Ambient_Light_Spawnargs
image.png.906a077539f164ada06a71502f19836f.png
 

Edited by Bikerdude

bhm_banner.jpg

Posted (edited)
33 minutes ago, datiswous said:

So, you don't have to specify the "ambient_light" spawnarg?

Someone will correct me, but if I understand the wiki, that setting is to only change the colour of the light in that vizleaf. I added it to the info_location entity and not only did the brightness not chamnge but the colour didn't either.

Edited by Bikerdude

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Posted

I'm using the ambient_light spawnarg in many locations in my current project and it's definitely working. Does your ambient_world light reach the area you're testing? 

I haven't messed with the ambient_dynamic_light modifier though. It sounds from the description that it's a more subtle effect.

  • 2 weeks later...
Posted
On 5/16/2026 at 9:05 AM, Bikerdude said:

I will look at my test map again and see if I missed something.

Ironically, my ambient light stopped functioning properly today! I had added a script to flicker a lamp that is triggered (via call_on_entry) from the same info_location that also has the ambient_light spawnarg. This somehow broke it. When I disable the flicker script, the ambient lighting again works as it should. Not sure if this is any help to you, but it was definitely unexpected. 

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