collision driven ipo lighting

http://savefile.com/files/405051
a quick test blend I made last night.

I suggested this method in another thread. Using collisions and ipo actuator you can setup your character lighting in a different way.

I’ve used vertex parenting to parent the lights to the actor. Then I setup a polygon to represent the area where the light setup should be more entense. When the actor and this polygon collide the ipo runs and the lighting changes.

To be honest I don’t understand why this file works the way it does. I found the setup just by randomly chosing different play methods for the ipos. For some reason a flipper and ping pong actuator got the job done. :confused:

hit P
controls w,a,d

no screens (I didn’t feel like taking screens of a dark cube and bright cube sitting on a blue and white plane)