My program doesn't have bugs. It just develops random features.

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  • // The type of light that firing this weapon creates. // How bright is the light created by weapon fire?
    5 KB (793 words) - 08:10, 7 January 2003
  • ...volved in you should be able to find a way to make everyone happy and keep light the amount of stress you yourself have to go through.
    2 KB (469 words) - 04:54, 13 December 2002
  • ...make the individual meshes use the level's sunlight, rather than just the light value on the terrain at that point. Use this!
    12 KB (2,039 words) - 05:07, 6 July 2005
  • |Light Brown |Nice spaceship textures includng the animated light one found in CTF Chrome. Metal & stone, deco metal, ceilings, metal floor
    9 KB (1,173 words) - 13:17, 27 September 2013
  • ...cally copy pasted from the Syndicate forums, so that it's in a more public light, and other stuff people will find useful in their mods, including:
    848 B (147 words) - 03:53, 5 August 2003
  • ; PerformLightingOnSpecular : As far as I can gather, [[Legacy:Light|light]] actors will apply to the diffuse and [[Legacy:Specular|specular]] channel
    3 KB (449 words) - 14:36, 23 November 2005
  • ...to grey/brown... Unfortunatly, there was no way to make the lava give off light. That would have been really cool. I think it's the greatest fault of this
    9 KB (1,532 words) - 20:13, 27 December 2007
  • |wonderful coronas and good "texturepan" light effects skins
    16 KB (2,462 words) - 05:11, 25 February 2017
  • ...s the call button that the player used (so the elevator can 'turn off' the light on the call button).
    14 KB (1,532 words) - 19:18, 20 May 2006
  • ===Timed Light=== A light that is switched on by a player and switches itself off again after a set t
    3 KB (549 words) - 11:09, 17 September 2006
  • **Light and intact
    7 KB (1,113 words) - 05:08, 18 April 2007
  • ==Light Commands == ; LIGHT APPLY SELECTED= CHANGED= : Rebuild lights
    5 KB (730 words) - 09:23, 2 July 2009
  • ...e in a viewport, there are three predefined types of actors you can place: Light, PlayerStart and PathNode. You can add new placeable actors to the menu by ...1. This works for any actor which is not visible in the game, eg Trigger, Light (but not ones with [[Legacy:Corona|corona]]s).
    11 KB (1,740 words) - 11:49, 20 March 2009
  • class TriggerLight extends Light; var() float ChangeTime; // Time light takes to change from on to off.
    17 KB (2,490 words) - 16:20, 30 July 2006
  • log( "My light is dim" ); log( "My light is dim" );
    7 KB (969 words) - 15:40, 20 June 2006
  • // Trigger turns the light on. // Trigger turns the light off.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...the ELightType enumeration defined in the Actor script describes a dynamic light and takes on a value like LT_None, LT_Pulse, LT_Strobe, and so on.
    15 KB (2,397 words) - 15:40, 20 June 2006
  • ===9. Light=== ===10. Dynamic Light ===
    7 KB (1,178 words) - 09:37, 1 September 2005
  • ...- good for light sources and things that glow. If the texture is dark, no light will be cast on it, which could be good for an "evil" effect. ; No smoothing: alters the "smoothness" of the poly, keeps the light from creating shadows across each individual poly (lighting on meshes is ca
    4 KB (754 words) - 05:39, 9 May 2014
  • ; ''LIGHT APPLY'' : applies lights in your level who can say me how to turn off light coronas, cos i've see nothing while lamps in front of me. fanx in advance
    17 KB (2,565 words) - 22:00, 23 April 2010

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