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A thing to watch out for with the lights is that they have a baked component enabled by default, so if you baked lighting it can't be fully disabled in-game. You could test it by manually toggling the light through the console with: ent_fire L2 Toggle
a. now my trigger is activated when vr player enters a trigger box. how would i go in making that particular object (when moved) to trigger area would do same light switch?
b. how can i affect a indirect illumination value of a material with same setup? ( or other sollutions would be better like hiding one object somehow and revealing another or just moving objects so i could swap one that has no indirect illm. to one that has it)
c. what would be a good way of having multiple triggers to turn on the light - so i want to make a "puzzle" where 6 objects has to be placed in right spots for a trigger to work.
thank you!
b. You can't really affect the indirect illumination directly. I'd recommend turing it off on the light. But if you really need it, it might be possible using world layers and baking the lighting separately for the swithcable objects. See the first three parts of this page on how to set up them (the tile editor isn't in Home): https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/World_Layers
c. Something like a math_counter adding 1 for each trigger activation should work.
The triggers and math/logic entities work the same way as in Source 1. There should be a lot of tutorials for those kinds of things available if you search for them.