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Karnizero
Crimson Wizard
Firebrand
Karnizero
script 1 (void) { Door_Open (....) }Cause i usually make use of lights, so when the button is used, a small green light is turned on, or a red light turned off (or any other fancy effects), in from of the switch. I have tryed that at Vavoom, but i am not able the light to make it active and inactive. At GzDoom, the most basic code i have is something like:
script 1 (void) { Door_Open (1, 25); // Lets open the door Thing_Activate (1); // Small green light in from of switch }At GzDoom that script works nice, but at Vavoom, the things i think are different. I have set the "Dormant" flag on the light, but he is never inactive. I have also make a "Thing_DeActivate(...)" at a "OPEN" script, but light is not deactivated. So, the magic question is: Can lights be activated or deactivated? And that is all. Thanks for help, and have a happy cristmas.
Crimson Wizard
Karnizero
Firebrand
Crimson Wizard
Karnizero
Crimson Wizard
Firebrand
- All the data files (MAPINFO, SNDINFO, TEXTURE1, etc.) should go without any directory. - Flats should go in the "flats" directory - Graphics (statusbar, fonts, titlepics, etc.) should go in the "graphics" directory - Maps (which should be single wad files for each map without anything but the map lumps) should go in the "maps" directory - Sounds (which can be WAV, FLAC, MP3, etc.) might go in the "sounds" directory - Music (with the same formats as sounds plus MOD music) can go in the "music" directory - Patches (the single images that form textures) should go in the "patches" directory - Sprites (any monster or object images) should go in the "sprites" directoryIf you have anymore troubles, just post here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Karnizero
- All the data files (MAPINFO, SNDINFO, TEXTURE1, etc.) should go without any directory. - Flats should go in the "flats" directory - Graphics (statusbar, fonts, titlepics, etc.) should go in the "graphics" directory - Maps (which should be single wad files for each map without anything but the map lumps) should go in the "maps" directory - Sounds (which can be WAV, FLAC, MP3, etc.) might go in the "sounds" directory - Music (with the same formats as sounds plus MOD music) can go in the "music" directory - Patches (the single images that form textures) should go in the "patches" directory - Sprites (any monster or object images) should go in the "sprites" directoryIf you have anymore troubles, just post here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Thanks, that will come very handly. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Crimson Wizard
Crimson Wizard
class DynamicLightSpot : MapSpot __mobjinfo__(15200); enum { arg_light_radius = 0, arg_colour_red = 1, arg_colour_green = 2, arg_colour_blue = 3 }; //========================================================================== // // OnMapSpawn // //========================================================================== void OnMapSpawn(mthing_t* mthing) { ::OnMapSpawn(mthing); DLightRadius = itof(Args[arg_light_radius]) * 8.0; DLightColour = RGB(Args[arg_colour_red], Args[arg_colour_green], Args[arg_colour_blue] ); } //========================================================================== // // Activate // //========================================================================== bool Activate() { ::Activate(); bHidden = false; return true; } //========================================================================== // // Deactivate // //========================================================================== bool Deactivate() { ::Deactivate(); bHidden = true; return true; } defaultproperties { bHidden = false; bDynamicLight = true; DLightRadius = 128.0; DLightColour = RGB(255,255,255); }Mobjinfo id could be different ofcourse. Don't forget to include this new VC file in classes.vc:
#include "DynamicLightSpot.vc"If you are using DoomBuilder, include new item into config file for your convenience, for example, in "Light objects" group:
15200 { title = "Dynamic coloured light (x8)"; arg1 = "Radius"; arg2 = "Red"; arg3 = "Green"; arg4 = "Blue"; }Perhspas I will add this in WIKI Tutorial section.
Karnizero
Crimson Wizard