cyber-menace Posted July 5, 2003 I've seen the Phased Lighting Sequences special for ZDoom used in certain maps. How to I get lighting to do that? 0 Share this post Link to post
The Flange Peddler Posted July 5, 2003 http://zdoom.notgod.com/zdkb/zdoom9.html or http://zdoom.notgod.com/zdkb/zdoom22.html 0 Share this post Link to post
cyber-menace Posted July 5, 2003 So there is no way to have a Phased Lighting effect on sectors that aren't adjacent to each other. It sure isn't very customizible. 0 Share this post Link to post
The Flange Peddler Posted July 5, 2003 I'm sure the scripting method would allow you to do that quite easily. 0 Share this post Link to post
cyber-menace Posted July 5, 2003 Yes, but with all of those variables and other things I can't really understand how it works. Too much junk in there to get the basic scripting. 0 Share this post Link to post
NiGHTMARE Posted July 5, 2003 cyber-menace said:So there is no way to have a Phased Lighting effect on sectors that aren't adjacent to each other. It sure isn't very customizible. Perhaps using dummy sectors would work? 0 Share this post Link to post
The Ultimate DooMer Posted July 6, 2003 cyber-menace said:So there is no way to have a Phased Lighting effect on sectors that aren't adjacent to each other. It sure isn't very customizible. I've done it before - build the sectors all in a line somewhere in the void (with the phased specials on), and put linedefs that refer to those sectors where you want the lights to go. 0 Share this post Link to post
cyber-menace Posted July 6, 2003 I don't quite get what you mean. I'll try figuring that out once I have some time to do mapping. 0 Share this post Link to post
Sphagne Posted July 6, 2003 You can do any thing with Scripts, You can look at my two test level thingy for a scripted phased lights, these lights can be seperate or adjacent. 0 Share this post Link to post
Cyb Posted July 6, 2003 phased lighting with scripting isn't overly hard, I haven't taken a look at the one on the ZDoom pages myself in ages, but it's a simple matter of fading the light levels in synch, here I'll even whip up an example. I'll try to keep it simple, sometimes (more often than not probably) I get a bit carried away with these things heh. alright, the second script is really what you're interested in, the first one is just the intro that prints the hudmsg and fades the whole map to 0 light: http://cyb.vect.org:8080/misc/p-lights.zip 0 Share this post Link to post
Epyo Posted July 6, 2003 Sphagne said:You can do any thing with Scripts Except many things ;) 0 Share this post Link to post
Cyb Posted July 6, 2003 Epyo said:Except many things ;) well, you can do anything having to do with the level, which is what acs is intended for. you can't of course do any dehacked or ddf sort of work, or go beyond the limits of the doom engine, but aside from that I have yet to find something I wasn't able to do. well, that's not true, since I have, but randy is good at adding features you may request as long as they aren't impossible or entirely off the wall, for instance generic freeze deaths for all monsters (including Doom) are in there because I asked for it :) 0 Share this post Link to post
The Ultimate DooMer Posted July 6, 2003 cyber-menace said:I don't quite get what you mean. I'll try figuring that out once I have some time to do mapping. If you bring up E4M6 of LTSD in WA and look for the room with the cross-shaped lights in it (it's to the north-west of the big door in the centre of the map), that's the phased lights that I did in this manner. You should be able to pick up how to do it from that. 0 Share this post Link to post
cyber-menace Posted July 6, 2003 Ok, I used Cyb's example wad and took some bits and pieces of the lighting script and change things as necessary, such as the lighting difference and sector tags. It works perfectly now. Thank you for your help. I'm a good ways from finished my current map right now though. 0 Share this post Link to post