by Rachael » Wed Jul 13, 2016 16:42
You can, but it might be pretty time-consuming to set up, depending on how smooth you want the gradient to be.
One way to do it might be this:
Tag the entire gradient from 1001-1016 (or however many sectors you're planning to use in the gradient) and then use a script that kind of does this:
First, determine whether on this run, to flicker on or off. You'll have to tweak your random algorithm a bit to get the desired effect. Checks like if (rand>0.95) would probably work.
Then, if the RNG said to turn it on, iterate all the sectors to their corresponding light values, from darkest to lightest. (Or lightest to darkest if that's your goal)
If RNG says turn it off, iterate all sectors to the same dark value (usually 96 is sufficient in ZDoom, whereas with GZDoom you'll have to go lower like 25 or 0).
That's just one way to do it. There might be better ways, though.
You can, but it might be pretty time-consuming to set up, depending on how smooth you want the gradient to be.
One way to do it might be this:
Tag the entire gradient from 1001-1016 (or however many sectors you're planning to use in the gradient) and then use a script that kind of does this:
First, determine whether on this run, to flicker on or off. You'll have to tweak your random algorithm a bit to get the desired effect. Checks like if (rand>0.95) would probably work.
Then, if the RNG said to turn it on, iterate all the sectors to their corresponding light values, from darkest to lightest. (Or lightest to darkest if that's your goal)
If RNG says turn it off, iterate all sectors to the same dark value (usually 96 is sufficient in ZDoom, whereas with GZDoom you'll have to go lower like 25 or 0).
That's just one way to do it. There might be better ways, though.