LIGHTS modifications help

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Deamonic
Posts: 19
Joined: Tue Oct 25, 2005 10:09
Location: Australia.

LIGHTS modifications help

Post by Deamonic »

I've recently been doing some DECORATE (FINALLY found out how to use it) work for use in a levelset I'm making for GZDoom, and I've been having some problems with the lights.
I want a barrel that emits a light before it has been shot, and an even larger light after its been shot. So far I've been able to get it to light up AFTER being shot (Thats what I did first) but now I've noticed that its rather hard to see before you shoot it, and want a beacon so that its easier to see in dark areas (So you can light them up)

This is the code I've got in LIGHTS for the barrel:

Code: Select all

// Burning barrel
flickerlight2 FIREBARREL
{
    color 1.0 0.9 0.0
    size 64
    secondarySize 72
    interval 0.1
    offset 0 32 0
}

// Shootable barrel beacon
pointlight BARRELBEACON
{
    color 1.0 1.0 0.8
    size 16
    offset 0 44 0
}

object BurningBarrel
{
    frame FCAN { light FIREBARREL }
}

object shootbarrel
{
    frame FCAN { light FIREBARREL }
    frame BALA { light BARRELBEACON }
}
I'm not exactly sure whats wrong; Is it that LIGHTS wont let me define two lights on one object, or that I have to define them some other way.
Last edited by Deamonic on Sat Jan 20, 2007 13:30, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

without the shootbarrel it's hard to tell.
Deamonic
Posts: 19
Joined: Tue Oct 25, 2005 10:09
Location: Australia.

Post by Deamonic »

Shootbarrel decorate code is:

Code: Select all

actor shootbarrel 20247 
{      
     radius 16 
     height 51 
     painchance 256 
     +SHOOTABLE 
     +SOLID 
     +NOBLOOD 
     +NODAMAGE 
     +NODAMAGETHRUST 
     states 
     { 
     spawn: 
          BALA A 1
          loop 
     pain: 
          FCAN ABC 4 bright 
          loop 
     } 
}

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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
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Post by Graf Zahl »

Hm. That should work. I'd have to check the code to see what's wrong.
Vaecrius
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Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

Doesn't flickerlight take chance, not interval?
Deamonic
Posts: 19
Joined: Tue Oct 25, 2005 10:09
Location: Australia.

Post by Deamonic »

Is there any way I could make it spawn an object with a light when it spawns?
The barrel light idea is looking pretty bleak right now... I'll play with it, see if I can do anything.
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