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Dynamic Lights switch?
Posted: Wed Nov 24, 2010 2:06
by DoomGuy
Is there a way to turn Dynamic Lights off and on? I like using the Dynamic lights instead of increasing the brightness of a sector. It is more realistic but is there a way to turn them completely off and on? I know how to do it with sector lighting but is there a way to do it with Dynamic lights? Thanks!
Re: Dynamic Lights switch?
Posted: Wed Nov 24, 2010 9:22
by Graf Zahl
Thing_Activate/Thing_Deactivate will do the job.
Re: Dynamic Lights switch?
Posted: Wed Nov 24, 2010 17:54
by DoomGuy
Thanks Graf!
Re: Dynamic Lights switch?
Posted: Wed Nov 24, 2010 23:25
by DoomGuy
OK...... I tried it the way I thought it would work but it didn't... I set up a switch on the wall to deactivate when the switch was triggered. But can I turn them back on with the same switch? How would I do it? Do I need to use it in a script or what? Can you give me an example of turning off a Dynamic Light with ID 56? Thanks in advance for the additioinal help.
Re: Dynamic Lights switch?
Posted: Thu Nov 25, 2010 2:51
by NeoHippo
Since you cannot set up dynamic lights with a script, the dynamic light will be on at the start of the map.
Then use Thing_deactivate and Thing_activate either with a linedef or a script.
If the dynamic light must be off at the start of the map, then do it with an OPEN script.
Code: Select all
#include "zcommon.acs"
script 1 open
{
Thing_Deactivate (1);
}
If you must use a switch, then the toggle action will have to be accomplished with scripting.
Or you could use two switches, one to turn on and the other to turn off.
Re: Dynamic Lights switch?
Posted: Thu Nov 25, 2010 3:45
by DoomGuy
I got it now. I was using the wrong ID I used the number of the light instead of assigning a ThingID It shut the l ights off perfectly. Now to see how I can turn them back on with the same switch. Thanks for your help!
Re: Dynamic Lights switch?
Posted: Thu Nov 25, 2010 8:14
by Graf Zahl
Flagging the light 'dormant' should have the same effect as deactivating it in a script.