Lutz Posted January 23, 2022 Forgive the ridiculous thread title -- here's what I want to know: Is there an easy way (i.e. without creating my own thing type) to adjust a Dynamic Phase Light so that its min/max pulse is not in sync with every other Phase Light? In other words: currently every Phase Light I add to the level reaches min/max brightness at the same time; I would like to be able to offset that peak for each light. Thoughts? BONUS QUESTION: I assume I could do this if I did create my own thing type -- is that correct? 0 Quote Share this post Link to post
Mr.Rocket Posted January 23, 2022 If you place a pulse light in your map and you have its default set to start 64 and end 32, then make one next to it that has its start at 32 and end at 64. They shouldn't be in sync, they should pulse at just the opposite glow times. 0 Quote Share this post Link to post
msx2plus Posted January 23, 2022 i think that's part of the issue though - that there's a global, unchanging timer across the board. afaik it's hard-coded, as the thing just calls the "pulse" type with no available variables, flags, etc. which is a shame. i guess you could do some ACS loops to increase/decrease light sources, but that's so many loops doing so many things all the time... 0 Quote Share this post Link to post
Mr.Rocket Posted January 23, 2022 Yeah I guess that is the main issue with them, the speed. I wonder if it's possible to take the image that the dyno light uses and apply an animation to it? 0 Quote Share this post Link to post
boris Posted January 23, 2022 (edited) I'm no ZScript expert, but this seems to work well enough: class MyLight : PointLight { int min, max; int dir; Default { //$Arg3 Start Intensity //$Arg3Default 32 //$Arg4 End Intensity //$Arg4Default 128 } override void PostBeginPlay() { Super.PostBeginPlay(); min = args[3]; max = args[4]; dir = random(0, 1) ? 1 : -1; args[3] = Random(min, max); } override void Tick() { args[3] += dir; if(args[3] >= max || args[3] <= min) dir *= -1; } } Edited January 23, 2022 by boris 1 Quote Share this post Link to post
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