Half-Life 2

Half-Life 2

Dynamic Light (Projectiles)
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
⛧Megalomaniac⛧ 17 Jun @ 3:38pm 
didn't the original quake also have this? it's so weird that HL2 didn't have this now that i think about it.
Hds46  [author] 15 Jun @ 10:34pm 
@Green Guts
I was permabanned in Gamebanana back in 2013-2014. I was suprised as the only stuff I did there was to make a video showcase for a mod my friend made. The reason was "account duplicate" and they listed an account I never saw before.
Green Guts 15 Jun @ 1:59pm 
Can you make this a mod on Gamebanana?
Sungazer 9 Jun @ 10:48am 
Is it possible to add rgp light to rockets fired by APC ?

> bug with the gun for the airboat.
For some reason, this mod causes prop_vehicle_airboat "global_newgame_spawner_airboat" to not pass the level transition, the airboat persists, but the entity can't be referenced

I will fix it in my map mod
v8 engine in a can 8 Jun @ 8:53am 
what about the flares in nova prospekt
taliss0404 7 Jun @ 4:18pm 
i just want conquest:steammocking:
Sungazer 7 Jun @ 3:38pm 
> bug with the gun for the airboat.
Confirm

> In Ravenholm:
> 1.The elevator doesn't work.
Confirm, does not happen with my mod though
> 2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
Can't confirm
> 3.The lever for activating the platform where you need to jump doesn't work.
Can't confirm
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goran2424200324 4 Jun @ 1:39pm 
bro
Chez 2 Jun @ 12:40pm 
this causes the rpg light to be permenantly stuck in front of me, which i also think lags my game too :(.
√•/[UnShu]\•√ 2 Jun @ 10:06am 
@Kuppelcryger All of this will have to be played with Noclip to play even halfway. I have Noclip bound, and I'd say it's not a big issue anymore, at least for me.
Kuppelcryger 29 May @ 6:11pm 
Cool mod (seriously)
As the guy wrote below - a bug with the gun for the airboat.

In Ravenholm:

1.The elevator doesn't work.
2. In some doorways in Ravenholm, there are graphical bugs - blurring of layers or something like that and it's hard to enter.
3.The lever for activating the platform where you need to jump doesn't work.

I'll see what happens next
idk gaming 27 May @ 8:21am 
why am i glowing?
B-TO480 25 May @ 2:49pm 
Thanks 4 updating thi2 mod!:cleanfloppy::cleankey: Love the diminished grenade light strengh, it was too much for a grenade, now it feels more grounded and easy on the eye. This simple light makes me want to grab enemy grenades more often since you can see them more clearly, such an indirect buff for the gravity gun:Fistofdosh:, shame for the long time to deploy and use the Ggun.:lunar2019crylaughingpig:
MNC 23 May @ 3:48pm 
Hi there, I think I found a bug. I'm not sure if it's a compatibility issue seeing as this breaks when using certain custom script mods, but at the same it doesn't make any sense to me how does this mod in specific breaks such a seemingly unrelated thing but:

The "cutscene" in d1_canals_11 when you reach a Rebel Hideout and the Vortigaunt is supposed to give your Airboat a gun is broken because the latter doesn't actually give you the gun. This only happens when you bring the Airboat from a previous map but doesn't with the Airboat that spawns upon loading the map through the console.

I tried disabling the only other mod I've had for the Airboat, which to begin with doesn't require Script Multiloader (Which I am subscribed to) and the cutscene only worked the moment I disabled this mod. Wouldn't be surprised if it's actually something else as I mod my game a lot, but I need at least a confirmation that I'm not going crazy lol.
Evil pediatrician 23 May @ 2:10pm 
Do you have a list of addons this doesn't work with?
Hds46  [author] 22 May @ 3:58pm 
Update:
Removed RPG light still being present after launching at wall with close range.
Reduced grenade light size.
Improved compatibility with other scripts.
Combine ball light will now work properly with other addons.
Hds46  [author] 22 May @ 12:29am 
I'm aware of the problem. I'll try to fix it soon
Sungazer 21 May @ 6:22pm 
A suggestion: the problem with light remaining after source is no more could be solved with a timer, cleaning up lights after some time since the last one was created long enough that the source could not possibly be still there.
bitgen 21 May @ 11:02am 
THE SUN IS LEAKING
1v4n94 21 May @ 9:41am 
Explosions, flashlights, muzzle flashes... I remember when I suggested Black Mesa devs that explosions would be much better if they had their own light generation, when finally implemented, they looked way cooler and realistic that way. In Half-Life 2, those lights were never added, so mods like this are very much appreciated by men like me.
ждун... 20 May @ 12:47pm 
niceee
Hds46  [author] 20 May @ 9:40am 
@Wheatley the moroun
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367265657
You need this addon. Also check in the ingame workshop menu, if it's not disabled then enable it. Additionaly could be addon conflict
nova_prospekt_guy 20 May @ 9:26am 
it dosn't work for my why?
Hds46  [author] 20 May @ 9:20am 
@ProgramKT
Maybe...
ProgramKT 20 May @ 9:17am 
I need muzzleflash light please.... :bms_crowbar:
Mako Reizei 19 May @ 4:49am 
it will support ez2 mod animation?
Chain 19 May @ 1:53am 
cool
Sungazer 18 May @ 7:37pm 
I don't think dynamic lights can look good with long living objects that player cant see all the time, because it shines through world geometry seemingly ignoring "Maximum distance". Is that correct ? If so, probably worth a separate mod.
⛧Megalomaniac⛧ 18 May @ 4:10pm 
Dude you're some sort of source engine wizard, i'd love to see this but for items so for example batteries and chargers emanate slight blue/orange lights
Sungazer 18 May @ 2:11pm 
> The only way to make cvars creates dummy cvars that cannot be attached to anything.

That is an unfortunate design decision on Valves part. I thought, ability to define arbitraty variables in some sort of base config file and to reference them from everywhere was the standard.

> can be the ar2 alt have like a bluish color?

Current color is fine, if anything, that thing looks orange, but there's already an orange rocket light.

The bluish should be used for manhacks if that's possible.
♡BeeLzy Rockman♡ⓦ 18 May @ 1:40pm 
can be the ar2 alt have like a bluish color?
Hds46  [author] 18 May @ 1:18am 
@Sungazer
Not possible to make functioning cvars via cfg scripting. Only aliases are possible to use as console commands. And I'm not really fond of entering aliases to console after every map load.
The only way to make cvars creates dummy cvars that cannot be attached to anything.
https://developer.valvesoftware.com/wiki/Setinfo
Sungazer 17 May @ 9:37pm 
Not sure It's possible, but it would be awesome to allow configuring some parameters of the script through cvars. For example, I didn't like grenade lights at first, but with radius of 30 they look just right
√•/[UnShu]\•√ 17 May @ 2:18pm 
no grenade version?
Jukebox 17 May @ 11:35am 
i really hope you'll be able to do this to explosions too because this looks really cool
cupcakeman928 17 May @ 9:59am 
This is epic! I've subscribed to most of your add-ons and altogether they greatly enhance replay value. If I may make a request, would it be possible to add projectile bullets to Half Life 2 via scripts? Or would that be a sourcemod thing a la MMOD?
Sungazer 17 May @ 9:44am 
Also, there is a problem with dlights sometimes remaining after the source is no more. Not sure it's salvagable. But players may want to know that a command like
ent_fire dlight_cball kill ; ent_fire dl_grenade_light kill ; ent_fire dlight_rpg kill
would help with that
Sungazer 17 May @ 8:02am 
Maybe attach dlight the to player while ball is held ?
Or after ball left the func_combine_ball_spawner
Hds46  [author] 17 May @ 7:44am 
@Sungazer
ah sorry, I forgot to say picked and released by gravity gun. For some reasons dlights applies for them only after they are released but in the script it should apply to them if they are close to player.