Half-Life 2

Half-Life 2

315 ratings
Dynamic Light (Projectiles)
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type: assets
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4.656 KB
16 May @ 11:00am
22 May @ 3:53pm
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Dynamic Light (Projectiles)

Description
Adds neat dynamic light for projectiles: grenades, rpg missiles, combine balls.

Semi compatible with NPCs projectiles: npc's rpg rockets, combine grenades.
Zombine grenades are not compatible because they actually don't spawn grenade entity and combine ball lights are only allowed for players because dynamic lights are glitchy in citadel levels (combine ball spawners).

Done purely via cfg scripting + map logic. Requires Script MultiLoader.
DLights for muzzleflashes are not possible because they don't create projectiles and no way to detect player or npc firing from weapons.

Warning: may not be compatible with some custom scripts for some unknown reasons!
71 Comments
Sungazer 2 Jul @ 5:54pm 
@Civilian
> Why would valve make dynamic muzzleflashes in older beta source engine but cut it out later?? Are they stupid???
If muzzleflashes worked exactly like light_dynamic, the would not look good with prop_static. It would looks something like this: you mount a machine gun on d1_canals_01a, start firing AND ALL THE 9 STORY BUILDINGS AROUND YOU START FLICKERING. So they decided to cut it out
Civilian 1 Jul @ 3:15am 
@finlandslim cool pfp dude
finlandslim 1 Jul @ 3:06am 
@Civilian
Whoever worked on the engine stuff might be. GldSource had muzzleflashes but they cut it out of HL2 release build.
MyDude 30 Jun @ 6:15am 
A little bit buggy, but very cool regardless.
Civilian 30 Jun @ 5:04am 
Why would valve make dynamic muzzleflashes in older beta source engine but cut it out later?? Are they stupid???
Richie 30 Jun @ 3:30am 
Shame, but thanks for trying
Hds46  [author] 29 Jun @ 5:11pm 
I tried woth muzzleflashes and no, it's not possible tp do with basic scripting.
Richie 29 Jun @ 5:56am 
So no muzzle flashes? :steamsad:
Monki 20 Jun @ 6:21pm 
The same thing happens to me with the airboat bug, does anyone else also have the bug where the buggy can't break the large window before fighting the gunship on the road? The energy walls on the bridge at the end of the Highway 17 chapter are also not deactivated.
Biggity Swigger 18 Jun @ 2:40pm 
airboat bug is still a thing, for anyone still suffering from it you can you this command in the meantime to fix it: ent_fire prop_vehicle_airboat enablegun 1