Basic Shootable Lights - by Brian Osman (osmanb@rpi.edu)

Submitted to:
The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

        IDEA:

	Make shootable lights. I wanted a simple procedure to make
	the lights in my level be shot at and have them go out.
	It's really simple, but I figured it was worth sharing...

        TEXTURES:

        Any good light texture will work for the lighting, I used
	light1_4. To keep with the base theme, I made the ceiling
	and ridges all metal5_1.

        ENTITIES:

        Just a light, and a trigger_once.

        WHAT TO DO:

	Make a ceiling block (I used 64x64 to match the light texture)
	It only needs to be about 8 units tall. Subtract it from your
	ceiling. Now copy this block, and move it up the same number
	of units as the height of the block. (Flush with the top of
	the ceiling.) Apply the light texture to this copy. Now go to
	the original block, and make it a trigger_once entity. Give it
	a health of 1, and a target of rlight1. (Or something.) Now just
	add a light with the same targetname (rlight1) and put it just
	below the light fixture.

        NOTES:

	When positioning the light, it may be a good idea to put it
	below the plane of the ceiling. Otherwise your ceiling will have
	no light on it at all. I'd like a way to make the texture change
	when the lights are shot out. (Unfortunately, there are no unlit
	light textures in Quake.) It's also feasible to take out the
	trigger and just use this as a simple, but nice looking recessed
	light fixture. (Incidentally, I made it recessed so that there
	is less likelihood of another light shining in and showing that
	the texture still appears to be a lit light.)
