Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Enderkevin13

Some Questions

Recommended Posts

I Have A Couple Of Questions About Sector Actions:

1. How Do I Make It Display "A Secret Has Been Revealed!" When A Secret Area Has Been Found?

2. How Do I Make The Lights Blink Randomly In A Sector?

3. How Do I Make Colored Lighting?

I Thank Whoever Helps Me.

Share this post


Link to post

Colored lighting can easily be achieved through script, similar to the fade functions you've already used.

It depends on what you're going for with the lights, random at what speed, there are tons of sector lighting effects as well as scripts you could implement.

I know the code for db2: doom in hexen mode. It's 1024. (unless I'm having a presenior moment) but it's really easy to display the secret text. As long as you make the game consider a sector a secret, the text will be displayed automatically in zDoom or better.

Hope this helps :)

Share this post


Link to post

1. In classic Doom format, it's sector effect number 9. In Hexen and UDMF formats, it's sector effect 1024 (you can also find it in generalized effects and combine with other effects as you wish).

2. There must be a sector effect for it too, see list of sector specials (they are different according to the map format you use, Doom or Hexen/UDMF).

3. Either use Color Setter things, Sector_SetColor script action, or preferably directly set color fields in sector properties (only in UDMF format).

Share this post


Link to post

Hexen format and UDMF have the same sector specials, it's written on the page right below the "Hexen sector specials" chapter title.

Share this post


Link to post

Is this all the same sector?

Somehow I get the feeling your troubles are coming from doing all that in one sector. When you use multiple effects in one sector, like I think you're doing, you can't always do it in the same way as you would doing just one effect.

If what I think is correct, your color change is creating a "fog-like" effect. This causes strange happenings in how brightness is shown to the player. An example can be seen by creating fog effects and testing the map with a light amplification visor item sitting nearby.

But we need more info.

Share this post


Link to post

The Blinking Light I Figured Out Now.
However, The Colored Lighting Is Foggy.

Do I Need To Run It In OpenGL To Fix That?

Share this post


Link to post

Setcolor should not apply a fog effect. That's what fade is for.

This was taken from the zdoom wiki page at:
http://zdoom.org/wiki/Sector_SetColor#/search

The following script applies red coloring to any sector with a tag of 3 on map start.

Script 1 Open
{
  Sector_SetColor(const:3, 255, 0, 0);
}


Now this isn't for UDMF, but as explained in the link, you just replace colors with hexadecimal format. RRGGBB.

Try experimenting around with this on a dummy room, so you can more easily pinpoint the cause of the trouble.

I haven't done anything in UDMF, so my knowledge is limited, but if you're using Setcolor you should not see a fog effect.

The fog/fade page is here:
http://zdoom.org/wiki/Fog

Share this post


Link to post

Here's a link with a lot of good info. Note also the first 2 links under "Specification." It gets a little complicated; like I said, I haven't done much of anything in UDMF (being the hermit I am), but it should have all or most of what you need to learn to write script for UDMF:

http://zdoom.org/wiki/Universal_Doom_Map_Format

The beginners guide doesn't mention any differences between the two, but here it is, with another Setcolor example for what I guess would be called ACS.common:

http://zdoom.org/wiki/A_quick_beginner's_guide_to_ACS

I always thought the formats were fairly similar/the same, but with different words (commands, identifiers) used, as well as the hexadecimal format of certain numbers. Sorry I can't be of more help, but this is about as far as I can take you on this one. :(

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×