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  • In UT3 adding a basic light is quite simple(Because basically you just need step 1 and 2.). Add Actor - Add Light (point)
    2 KB (295 words) - 16:54, 18 February 2008
  • {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> Light}} ...is the specification for the Light class. For a general overview of how to light a map, see [[Legacy:Lighting|Lighting]].
    3 KB (407 words) - 17:49, 2 December 2005
  • {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> Light (Package: Engine)}} ...T2003 version of Light. For [[Unreal Tournament|UT]] version, see [[Legacy:Light (UT)]].''
    1 KB (136 words) - 11:51, 2 December 2014
  • ...doesnt apply to all versions of the engine. Ok so I added the rest of the light effects and types. Unfortunatly I have no clue what they do I just thought ; LT_Steady : Normal light. Probably the one you'll use most often.
    9 KB (1,529 words) - 09:41, 12 May 2009
  • This tutorial offers the very simple steps needed to add and place a light actor in your map and to see the results of building the lightmap. ...with the mouse on the '''exact''' location of where you want to place the light, do one of the following:
    2 KB (422 words) - 12:24, 28 December 2007
  • {{UE1:Light (UT)}}
    18 B (3 words) - 10:12, 17 May 2008
  • {{UE1:Light (UT)}}
    18 B (3 words) - 10:12, 17 May 2008
  • The light class.
    915 B (104 words) - 10:10, 17 May 2008
  • '''Light colors''' are specified through [[wp:HSL and HSV|hue, saturation and bright ...property and "Sat" to the ''LightSaturation'' property of the {{classgames|Light|e=UE1{{!}}UE2}} actor and actually any other actor type as well.
    28 KB (3,836 words) - 05:32, 23 March 2010
  • 757 B (81 words) - 10:10, 17 May 2008
  • 808 B (91 words) - 10:10, 17 May 2008
  • 260 B (39 words) - 10:11, 17 May 2008
  • | parent1 = Light
    1 KB (168 words) - 10:10, 17 May 2008
  • The light class.
    1 KB (158 words) - 10:11, 17 May 2008
  • The light class.
    1 KB (146 words) - 10:11, 17 May 2008
  • The light class.
    1 KB (152 words) - 10:10, 17 May 2008
  • {{UE2:Light (UT2004)}}
    22 B (3 words) - 10:12, 17 May 2008
  • The light class.
    1 KB (149 words) - 10:11, 17 May 2008
  • | parent1 = Light
    2 KB (191 words) - 10:11, 17 May 2008
  • | parent1 = Light
    2 KB (191 words) - 10:11, 17 May 2008
  • Abstract Light ===Property group 'Light'===
    2 KB (195 words) - 08:40, 23 May 2008
  • {{category subclasses|Light|Actor|UE1}}
    14 members (1 subcategory, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE1}}
    13 members (1 subcategory, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE2}}
    6 members (0 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE2}}
    9 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE2}}
    3 members (0 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE1}}
    13 members (1 subcategory, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE2}}
    4 members (1 subcategory, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE2}}
    6 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Light|Actor|UE3}}
    11 members (5 subcategories, 0 files) - 08:40, 23 May 2008
  • #REDIRECT [[Light colors reference]]
    36 B (4 words) - 05:26, 23 March 2010
  • {{category subclasses|Light|Actor|UE3}}
    15 members (5 subcategories, 0 files) - 11:54, 6 November 2009
  • Abstract Light ===Property group 'Light'===
    2 KB (203 words) - 06:41, 17 January 2010

Page text matches

  • Example class pages: [[UE1:Actor (UT)]], [[UE2:Projectile (UT2004)]], [[UE3:Light (UT3)]]
    3 KB (489 words) - 05:00, 10 October 2008
  • ; bool bLightChanged : Recalculate this light's lighting now.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...apons fire to travel through a mesh. Additionally, this setting will allow Light to travel through a mesh. Lights with bCorona set to true will still be blo
    7 KB (1,085 words) - 15:38, 15 August 2010
  • ; bool bUnlit : [[Legacy:Light|Light]]s don't affect actor. It will be at full brightness.
    5 KB (778 words) - 02:29, 30 July 2005
  • ...cludeTag[8] : Multipurpose exclusion tag for excluding [[Legacy:Light (UT)|Light (UT)]]s, [[Legacy:Projector|projector]]s, rendering actors, blocking weathe
    522 B (67 words) - 12:59, 13 November 2002
  • ...properties allow any actor to cast light, in particular the [[Legacy:Light|Light]] actor. However, most of the LightEffect settings don't work in game UT20 This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    5 KB (713 words) - 15:30, 22 January 2015
  • ...coration|decoration]]s, [[Legacy:Bot (UT)|Bot (UT)]]s, [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Triggers (UT2003)|Triggers (UT2003)]]. This is an impo * [[Legacy:Light|Light]]
    5 KB (572 words) - 19:50, 9 August 2010
  • ...[Legacy:Actor/Collision|Actor/Collision]] are not used with [[Legacy:Light|Light]] actors. These common properties are explained on the [[Legacy:Actor|Actor ...You're better off making a subclass if you want to attach a [[Legacy:Light|Light]] to a [[Legacy:Mover|Mover]] and have the map work properly in network pla
    6 KB (1,011 words) - 10:59, 3 November 2005
  • : ''Subtopics as necessary:''<br />"Light Masterclass/Coronas''"<br />"Light Masterclass/Reducing Framerates"<br />"Bot Support/Defense"<br />"Bot Suppo * [[Legacy:Object|Class Reference]] ([[Legacy:Light (UT)|Lights]], [[Legacy:Brush|Brushes]], [[Legacy:Decoration|Decorations]],
    5 KB (695 words) - 22:26, 25 April 2002
  • +- [[Legacy:Light|Light]] >>
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...e two groups set the light-emitting properties of the actor. This includes light colour, brightness, effects and fog. See [[Legacy:Actor/Lighting|Actor/Lig
    6 KB (889 words) - 10:46, 20 September 2008
  • ...door frames) make them look good and give you a place to stick an overhead light. See [[Legacy:Making Arches|Making Arches]].
    8 KB (1,474 words) - 07:52, 24 August 2022
  • ...cy:Decoration|decoration]]s, [[Legacy:Bot (UT)|bot]]s, [[Legacy:Light (UT)|light]]s and [[Legacy:Triggers (UT)|Triggers (UT)]]. This is an important class b * [[Legacy:Actor (UT)/Lighting|Actor (UT)/Lighting]] and light color
    3 KB (465 words) - 01:50, 7 April 2006
  • +- [[Legacy:Light (UT)|Light (UT)]]
    19 KB (1,790 words) - 00:29, 28 May 2007
  • ...ectional, but [[Legacy:Trigger|Trigger]]s and ordinary [[Legacy:Light (UT)|Light (UT)]]s are not.<br />'''Tip:''' Set this to ''True'' for brushes (includi
    8 KB (1,304 words) - 16:31, 18 April 2006
  • ...t's often useful when testing Triggers to make them cast a small circle of light so you know where to walk to activate them. This property group determines the colour of the light. For examples of settings, see [[Legacy:Colors|Colors]].
    6 KB (945 words) - 15:33, 22 January 2015
  • ...roperty which confounded me for about an hour making my first terrain. The light from a Sunlight ''will be blocked by the main subtracted brush itself unles ...l also want to rotate it so the arrow points in the direction you want the light to shine. ''Note:'' in later builds of UT2003, the "eagle-head" icon as see
    5 KB (877 words) - 09:23, 27 December 2006
  • ...ou have an old (maybe ISA?) network card), or maybe the cable is in wrong (light go on all the time when this haps), oh you misspelled floppy wrong, you kno
    4 KB (706 words) - 09:46, 30 June 2003
  • ...Legacy:Subtract A Space|Subtract a Space]], [[Legacy:Place A Light|Place a Light]] then [[Legacy:Place A Playerstart|Place a Playerstart]].
    4 KB (652 words) - 15:03, 19 April 2015
  • ...' want transparent is now selected. Take your floodfill tool and select a light colour (the lighter the colour, the less transparent the pixel will be). Fl
    9 KB (1,500 words) - 09:31, 12 September 2009
  • ...d'''. '''Block''' contains information about the scene, animation, ambient light, background color. See '''''Scene Identifiers'''''. ...ENT_STATIC ''red'' ''green'' ''blue'': '''ignored by UnrealEd'''. Ambient light color and brightness. The three variables are floats between 0.0 and 1.0.
    22 KB (3,133 words) - 02:33, 3 September 2009
  • '''Colormatch: Light Blue'''
    3 KB (429 words) - 08:24, 6 August 2004
  • ...''' What I ended up doing is, since I'm moving a projector and emitter and light around every tick, anyway, I just made it so that the emitter gets reset to
    7 KB (1,213 words) - 15:34, 14 April 2006
  • *Varying classes of vehicles progressing from light fighters to heavy cruisers. *Varying classes of weapons progressing from light weapons to heavy capital guns.
    20 KB (3,402 words) - 05:05, 12 March 2004
  • ...x this lighting problem, right now I have very VERY ugly standin lights to light up the meshes, so I don't need to use RMODE 6 all the time.
    11 KB (2,075 words) - 08:34, 19 February 2009
  • +- Light
    9 KB (800 words) - 12:52, 14 November 2009
  • +- [[Legacy:Light|Light]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ...implicity, make them unlit, so they show up the right color even without a light in the skybox). Next, set all the walls of our big space to "Fake Backdrop [[Legacy:Add An Actor|Add an Actor]]>>Light>>[[Legacy:Sunlight|Sunlight]] inside our space. Set the LightColor->Bright
    16 KB (2,720 words) - 05:56, 2 July 2006
  • ...you would like to move this object, select it (you should see it turn to a light red), then hold the ctrl button and drag with your mouse.
    5 KB (898 words) - 00:13, 11 September 2006
  • [[Legacy:Sunlight|Sunlight]]s are a special kind of light, casting parallel shadows. They had to be placed in a skybox and pointed at
    9 KB (1,558 words) - 11:52, 2 March 2016
  • * ''15'' The light bulb icon only calculates the texture illumination (when applying new brush * ''17'' The icon with a cube and a light bulb builds according to the options held in the [[Legacy:Build Window|Buil
    4 KB (518 words) - 15:11, 18 January 2007
  • Again, the single cube map gives: 6(0). Adding a light makes this 7(1). Adding a ton of cubes seems to make no difference. Weird.
    725 B (114 words) - 03:19, 25 May 2003
  • ...solid space can reach into walls/floors and it'll prevent the raytracer to light those areas (unlit dark areas) or it can hang into Walls/Floors ... so duri
    6 KB (1,084 words) - 13:38, 29 December 2005
  • ...he 2D (Top, Front, or Side), or, 3D views (Wireframe, Textured, or Dynamic Light) you will see the [[Legacy:Red Builder Brush|red builder brush]] shape alte ...ash;it just helps you see where the light is in the editor. Ctrl-drag your light around if you want.
    23 KB (3,878 words) - 20:14, 16 July 2014
  • '''UArch''' would be intresting to expand this and add light/shadow detection into it, could be useful for stealth based games (like thi
    13 KB (2,175 words) - 10:55, 18 November 2007
  • ====Light Materials====
    12 KB (1,464 words) - 04:51, 20 February 2006
  • ...me lurking in the backwaters of the Unreal realm. I'm coming out into the Light...
    5 KB (975 words) - 22:24, 13 September 2004
  • * light work: find class pages and tag them as UT or UT2003 (see [[Legacy:Class Tre
    0 members (0 subcategories, 0 files) - 17:02, 30 November 2005
  • A number of light meshes have the actual light part displaying a material that is ''set to unlit''. You can find normal ve
    13 KB (2,312 words) - 02:48, 23 June 2004
  • ...ompare it with the old one directly below. It's amazing what a little less light and some girders and trim will do.]] ...through the standard meshes for something nice tomorrow. I also went on a light-bashing spree, which has made the map a lot darker and a ''lot'' cooler loo
    4 KB (789 words) - 23:26, 11 August 2003
  • ...type feel, with the angel texture greeting you as you enter the base. The light blue lighting in the base is almost white when you look at it, give it a pu ...d draw the players attention in the room. A good focal point is a shine of light, an arch, something that will make the player think "hey, that's pretty nea
    8 KB (1,542 words) - 03:44, 5 August 2003
  • ...phenomenon never before observed-a planetary system with NO sun. Infra-Red light reacting with carbon dioxide in the high atmosphere bathes the planet in a
    19 KB (3,300 words) - 21:43, 14 March 2005
  • ...time he or she scores a kill. When in use, your damage and purple UDamage light are increased each time you manage to kill someone. The damage amp limit fo
    8 KB (1,099 words) - 13:37, 13 May 2004
  • ; Light Purple: A path that takes the bot up or down a ladder.
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...lens, creating several images of geometric shapes to appear from a single light source. Given that fact, you'll find that lens flares are often over used //The Light-threshold is controlled via talpha;
    50 KB (7,997 words) - 10:52, 18 November 2007
  • ...r would place these ShadowSources wherever a static mesh that represents a light source exists, and the code will take care of the rest. var() DynamicShadow.EShadowEffect ShadowEffect; // the type of light effect for this shadow
    14 KB (1,912 words) - 23:15, 24 June 2005
  • ...ounces back at you, a value of 0.05 is used for the soil, as it drinks the light in and gives little back, the effect gives it a very dull sheen, the mud ge
    6 KB (1,085 words) - 13:50, 23 February 2008
  • ...nd it, and select SkyLight, Right click anywhere on the ground and add the light to illuminate the scene. Go back to the Generic Browser ''(don't forget to Up in the top tool bar, click the Build All button (a cube with a light bulb on it) You will prolly get a few warnings, they are unimportant for th
    3 KB (648 words) - 13:52, 23 February 2008
  • ...counter]]. You could get the secret room to open just by shooting the same light 4 times.
    3 KB (469 words) - 03:05, 6 April 2003
  • ...no effect on other actors which pass through its cylinder. Actors such as Light and ZoneInfo do nothing when another actor passes through them. Some decora ...ch() function, and therefore nothing happens when a player walks through a light actor, even if flags have been set in the collision properties.
    4 KB (683 words) - 09:30, 16 August 2006
  • ...e a commandlet that would, for example, alter the LightBrightness of every light in a passed .UT2 (for use in a Darkmatch gametype) and save it with a new f
    9 KB (1,218 words) - 16:49, 29 April 2010
  • ...s will also do it (the door in DM-Codex can be opened by shooting just one light four times).
    3 KB (366 words) - 17:41, 28 December 2005
  • * When setting the Light Color (Button in UEd 2) don't click on any of the viewports. If you do, the ...rules:''' Never mind... I managed to fix my problem by deleting every last light from the level. It took a while but it was well worth it ;)
    18 KB (3,042 words) - 14:46, 21 February 2016
  • A '''corona''' is created by making a light that has a skin associated with it. It is often erroneously called [[Legac === With Actor Light ===
    6 KB (1,023 words) - 09:58, 31 May 2016
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> ChargeLight (Package: UnrealShare)}}
    303 B (39 words) - 14:23, 20 March 2003
  • ===Natural Light === |Flame;Using the flicker Light-type works well with this color
    9 KB (968 words) - 15:21, 17 October 2009
  • In the Perspective window which should be black and say Dynamic Light at the moment, right drag your mouse around in the window. The view rotates ===Add a Light ===
    8 KB (1,398 words) - 18:19, 31 January 2005
  • ...lights to our map. Without lights the only way you can see is if you add light at the map level. You can do that in the [[Legacy:Level Properties|Level P * Create a basic light shape and texture it.
    8 KB (1,356 words) - 09:22, 25 March 2008
  • * you'll also want to light your terrain later. Terrains are affected by ambient lighting and normal li
    15 KB (2,551 words) - 07:46, 14 March 2008
  • ;# Dynamic Light &ndash; normal game mode
    3 KB (529 words) - 13:51, 4 September 2014
  • ; STAT LIGHT : Toggles the list of lights that are affecting the player. ;;; [light actor]:
    7 KB (745 words) - 23:38, 22 November 2005
  • ..., they are colored with the number of influences (green =1, red=2, pink=3, light blue=4, white for 5+ )
    5 KB (762 words) - 16:40, 17 February 2022
  • ; STAT LIGHT GETFRAME=00.1 PROCESS=00.0 LIGHTSET=00.0 LIGHT=00.1
    4 KB (575 words) - 18:56, 13 August 2005
  • ...Studio Max]] that allows you to render lighting into a texture map. These light maps are then combined with the texture maps on the castle using multi-text
    3 KB (527 words) - 01:17, 15 April 2004
  • ...ag]], have their default properties set up with the corresponding skin and light color, and they also initate the animation loop.
    3 KB (403 words) - 11:54, 27 December 2005
  • Light
    37 KB (1,854 words) - 16:01, 10 January 2005
  • In UT3 adding a basic light is quite simple(Because basically you just need step 1 and 2.). Add Actor - Add Light (point)
    2 KB (295 words) - 16:54, 18 February 2008
  • * Scripted Light Shows
    3 KB (440 words) - 12:03, 14 November 2005
  • ; rmode 5 : Return to normal view (dynamic light, textured) ; rmode 7 : Lighting only (dynamic light, no textures).
    5 KB (654 words) - 15:25, 4 June 2005
  • ...n monitor suicided. I used an old 14" thing, which did strange things with light pictures. Today I bought a new one. Really OT: I finally watched Matrix rel
    13 KB (2,400 words) - 18:16, 29 October 2003
  • ...do. default ambient glow is 64 I think. Try it - make a default cube, no light, one player start. run the map and "behindview 1".
    2 KB (288 words) - 05:49, 21 August 2003
  • ...ment. At least we now have someone who can do heavy-duty coding, not this light shit I do :P
    10 KB (1,756 words) - 17:35, 13 June 2004
  • ...int, Camera, Carcass, Counter, Dispatcher, HomeBase, Keypoint, LiftCenter, Light, MusicEvent, PathNode
    7 KB (1,040 words) - 10:42, 25 November 2006
  • .../vbforum/unr_showthread.php?s=&threadid=58338 Brief idea for a triggerable light] ...beyondunreal.com/documents/ambientplayerlight.php Making an Ambient Player-Light]
    8 KB (1,108 words) - 13:23, 19 August 2005
  • start shooting. He'll die and you'll be able to shoot the blueish light above his dead body, which is what
    7 KB (1,375 words) - 10:22, 19 April 2006
  • ...n as to the interior lighting of the level, and was thinking of cold sharp light blue lights, complimented with warmer orange lights, and the occasional sma ...ounces back at you, a value of 0.05 is used for the soil, as it drinks the light in and gives little back, the effect gives it a very dull sheen, the mud ge
    21 KB (3,911 words) - 04:40, 22 February 2008
  • ...n as to the interior lighting of the level, and was thinking of cold sharp light blue lights, complimented with warmer orange lights, and the occasional sma
    4 KB (793 words) - 05:00, 22 February 2008
  • ; bool bKeepLightEffects : Tells the projectile to keep its light effects enabled even with bDropEffects=True or under low-FPS conditions. Th
    11 KB (1,442 words) - 07:56, 19 November 2007
  • ; bool bIdleLight : Whether the effect should still emmit light in Idle state.
    5 KB (745 words) - 08:04, 19 November 2007
  • # Subtract a room 512x512x512, light and texture it as you like.
    2 KB (260 words) - 05:04, 7 October 2003
  • ...o is optimise the code a little (I'm doing stuff in Tick() so I want it as light as possible) and get it on my server for some hammering. ...with a single particle from a particle effect - less impact than a single light. So I wouldn't worry about it. ;)
    56 KB (10,109 words) - 10:44, 28 December 2007
  • ;* 7: ([[Legacy:UT2003|UT2003]]) LODSET_LightMap &ndash; used for light maps
    14 KB (2,119 words) - 18:25, 24 June 2013
  • ...real Universe. You have been cool if you could shoot at the windows so the light goes out. What's with the swords on the most illogical locations? There are
    39 KB (6,923 words) - 02:33, 18 August 2004
  • ...n they make their level they tend to have no light sources. Always put in light sources it looks much better. When making a Death Match level it is usua
    4 KB (823 words) - 13:42, 27 July 2006
  • ...t, and place a KActor, using the static mesh of, a hanging light. Put the light just off the
    22 KB (3,790 words) - 23:34, 23 January 2007
  • ...pable of temporarily disabling a vehicle and ejecting its driver (if any). Light vehicles have a 50% chance to be disabled, Medium vehicles have a 25% chanc
    10 KB (841 words) - 01:10, 5 November 2007
  • ...na. It behaves like distance fog, but takes the shape of a sphere around a light source. Present in UT, not sure about UT2003. See below. ...real Tournament, the radius of the spherical "fog" can be specified in the light's properties by setting the VolumeBrightness, VolumeFog, and VolumeRadius p
    4 KB (754 words) - 20:23, 28 November 2006
  • '''Obliterous:''' can this be expanded to include light emitting surfaces like lava?
    4 KB (709 words) - 00:25, 23 December 2007
  • ...sible (like the special theory of relativity postulating that the speed of light is always the same regardless from the frame of reference it is measured in ...iy condensed energy, or even energy that has slowed down from the speed of light.
    54 KB (9,451 words) - 07:01, 16 March 2006
  • ...gainst larger targets due to their relatively small weapons and relatively light armor. Their only redeeming quality is an ability to be disgorged en masse ...ere on-screen at a time, but still, it was a lot of polygons to render and light just for the space dust effect. Now, I do want to keep the space dust effec
    130 KB (23,327 words) - 12:37, 2 September 2005
  • ...he environment map (which doesn't appear to be affected much by changes in light level) becomes much brighter than the diffuse texture, and ends up looking ...hiding in the code gobbling up cycles, because I made a test ship that was light a freighter, with just a big stack of bulkheads and no engines or weapons (
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ...are some things you have to scale to that you can't change. Specifically, light and sound have radii that have a set range, which you can't change. If you
    19 KB (3,048 words) - 04:14, 24 September 2007
  • [[Legacy:Viewport Context Menu|Viewport Context Menu]] -> Add Light here</nowiki>
    6 KB (866 words) - 03:35, 24 September 2004
  • ...l flying to use in space, thus making a weapon that's too cheap to see the light of day on the ground be a real "skill" weapon in space. Anyways, I'll throw
    19 KB (3,481 words) - 22:26, 2 December 2005
  • ...n. Also, the light drawn on to the HW brushes I believe is vertex, but the light can be pre-lit in 3ds max so shadows can be raytraced on HW brushes for an
    12 KB (2,108 words) - 13:05, 19 June 2003
  • ...he color used as "white". (Default is R=0, G=128, B=255 which is a kind of light blue)
    4 KB (466 words) - 10:38, 6 October 2005
  • ...various ambient colors set. You'll have to add your own code to scale for light brightness. This isn't anything like the scientifically correct way to do // Convert the color (not brightness) of an Unreal light to RGB values from 0 to 1
    7 KB (1,048 words) - 02:52, 10 July 2006
  • ...e prepared for it. You probably can't prevent these things (but hey, don't light candles in bed and be nice to your girlfriend), but with some sensible prec
    6 KB (979 words) - 20:31, 28 November 2006
  • ...re's sake at; I don't think the place would look quite right with too much light in it. Oh well, sorry you didn't enjoy it. I guess I just have a thing for
    1 KB (259 words) - 04:59, 13 July 2004
  • ...switch back and forth at random intervals. They would only do this if the light was in "damaged mode" which would be signaled by bDamaged, a reliably repli
    24 KB (4,071 words) - 20:02, 31 January 2016

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