Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.
Try LightIntensity=1.0 or even 5.0 for a start and then work down. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.
Try LightIntensity=1.0 or even 5.0 for a start and then work down.
This haunted me for a while. It's because Neutral uses a different color.
Colors 10th and after are bad. Moving them ahead fixes the problem//
Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.
Try LightIntensity=1.0 or even 5.0 for a start and then work down.
If a building in rules is modified in say a mpmode INI or maps and the light entries are not added there, then it needs higher light intensity in rules. Solution is to copy those light entries in the places it gets modified also.
Edit:
For example in rules, if a building get Light values, without further getting modified in mpmodes INI or maps, the following will work
If in a map the following is added without LightIntensity entry, it won't light up and would need higher intensity value like LightIntensity=1.00 in rules:
[NAPOWR]
Power=2000
When the map gets LightIntensity entry also, it would light up fine with low light intensity itself.
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