| The target_lightramp 
                entity is another easy entity to use. What it does is makes a 
                light fade in or fade out. I actually don't really remember seeing 
                this used in quake2 but it is such a sutle effect that I just 
                probably didn't notice.  The first thing you need to do 
                  is do create the light that you want to fade in or fade out. 
                  Give it a light value. This light value will be the maximum 
                  the brightness of the light will be when it is all the way faded 
                  in. 
                  The second thing you need to 
                  do is decide if you want the light to start dark and become 
                  bright or start bright and become dark. If you want to the light 
                  to start dark then you need to set the spawnflag start_off 
                  on the light entity. If you want the light to start light and 
                  become dark then you need to have the start_off spawnflag off. 
                  You must also give the light a targetname. Lets just 
                  give it a targetname of light. targetname light. 
                  Next you need to make the actual target_lightramp 
                  entity. It doesn't matter where it goes because it will not 
                  be visible. The first thing you need to do to the target_lightramp 
                  is to give it a target to the light. target light. While 
                  your at do also give the target_lightramp a targetname. 
                  Lets give it a targetname of ramp. This is because the lightramp 
                  doesnt start on and must be triggered by another entity, but 
                  we will get to that in just a minute. There are two key value 
                  pairs that you can set for the target_lightramp. They are speed 
                  and message. Speed determines how many seconds 
                  it will take for the light to fade in or fade out. So if you 
                  have speed set to 20 then the light will gradually fade in or 
                  fade out within 20 seconds. The message key value pair must 
                  have 2 letters and only 2 letters. These 2 letters determine 
                  the starting light level and the ending light level. The range 
                  of these letters is a to z. So if you want the 
                  light to fade in from dark to light then the message would be 
                  az. message az. if you want it to fade out from light to dark 
                  them the message would be za. message za. Just think of it as 
                  A getting brighter and brighter as it goes towards z, with z 
                  being the brightest. 
                  There is also 
                  one spawnflag called toggle for the target_lightramp. 
                  If this is on and you have the target_lightramp triggered with 
                  a func_button or a trigger_multiple then if you trigger it again 
                  with the button or trigger_multiple it will turn on and turn 
                  off as many times as you trigger it. So in other words you can 
                  use it more then once.(turn the light on then turn it off) 
                
                Return 
                    to Tutorials Page... The last thing you need to do 
                  is create the entity that will turn on the target_lightramp. 
                  This can be any kind of trigger you want. It all depends on 
                  the effect that you are looking for. You could use a func_button 
                  if you wanted it to be like a light switch that you could turn 
                  off and on. You could use a trigger_once, trigger_multiple, 
                  trigger_always, etc. You could even use a func_timer 
                  which would make the light fade in and fade out multiple times 
                  in row. So make the trigger entity that you wish to use and 
                  set the target to the target_lightramp. For this example 
                  it would be target = ramp.  
                  That's all there is to a target_lightramp. 
                  Pretty cool little entity which can provide you with some very 
                  interesting effects. In the [example 
                  .map] I included a target_lightramp that is triggered with 
                  a func_button. So the lightramp can be turned on or off. Any 
                  other questions please post them in the discussion board.  
                  
                    
 
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