Dynamic lights + muzzle flashes

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Ex Inferis
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Joined: Fri Jun 01, 2007 6:43

Dynamic lights + muzzle flashes

Post by Ex Inferis »

Would it be possible use dynamic lights with weapons? Not projectile based weapons like the rocket launcher, I mean like the shotgun.

For example, you can define...

object ChaingunGuy

frame CPOSF { light WHATEVER }

....and have the chaingunner always emit light when it fires. (Not sure if it's the 'F' frame per se, since I'm at work. =P)

But can this be done with weapons too, or is that yet to be implemented? Like for instance, having the CHGF frames have dynamic lights. If it's not in, could I request it in feature suggestions? Thank you for your time.
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Nash
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Post by Nash »

It's already implemented for the pistol, shotguns and chaingun in lights.wad. Look again closely.
Ex Inferis
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Post by Ex Inferis »

Hmmmmm. I believe I saw definitions for the puff effects, but not for the muzzle frames...hmm. I'll look again. :D
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Nash
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Post by Nash »

Well to be more precise, the "muzzle flash" is actually a light attached to the player's shooting frame... look for this line:

Code: Select all

object DoomPlayer
{
    frame PLAYF { light ZOMBIEATK }
}
Ex Inferis
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Post by Ex Inferis »

Whoo, finally I am able to get back here.

Hmm, I see. So the light is added to the player frame, not the weapon's per se. Looks kinda weird to have a yellow glow while firing a bfg, for example. -_- There's no way to attach the light to a frame of a weapon rather than the player frame? Maybe with some clever decorate?
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Enjay
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Post by Enjay »

Dunno about clever, but you could redefine every weapon and have them fire a short-lived projectile with a dynamic light attached.
Ex Inferis
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Post by Ex Inferis »

That's what I meant by clever. xD I'll just do that, when I get the time. Works sucks. -_- Thanks for your time though. :D
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