If you have something like a pointlight directly facing a monster, the pointlight will shut off completely until the monster is out of the way. I have no screen shot to prove this as all a screen shot could show would be a dark room.
EDIT: I have noticed that dynamic lights will function normally with a monster if the monster is dormant. If the monster is in any state including idle however, the bug occurs.
[r742] Dynamic lights turn off if directly facing a monster
Moderator: Graf Zahl
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Re: [r742] Dynamic lights turn off if directly facing a monster
I am playing this weapon modification which replaces your weapons with Doom3 weapons. There is also a flashlight included, and when you
point the flashlight at a monster while it is alive, the flashlight's light disappears, but when it is not alive, the light is still there.
I summoned a Hell Knight...
While the flashlight is pointing at a different place, other than the Hell Knight, the light works: http://i45.tinypic.com/2zi92xs.jpg
While the flashlight is pointing at the Hell Knight, the light doesn't work: http://i46.tinypic.com/205boqp.jpg
I tested the flashlight on other things:
While the flashlight is pointing at a moving sprite, the light works: http://i45.tinypic.com/wa5xly.jpg
And you already know that when a flashlight is pointing at a dead monster, it still works: http://i48.tinypic.com/rli178.jpg
I knew about it long ago, I just wasn't registered to this website yet to report it.
There is a link to download this mod on this website: http://zdoom.org/wiki/Doom_3_Weapons_Mod
point the flashlight at a monster while it is alive, the flashlight's light disappears, but when it is not alive, the light is still there.
I summoned a Hell Knight...
While the flashlight is pointing at a different place, other than the Hell Knight, the light works: http://i45.tinypic.com/2zi92xs.jpg
While the flashlight is pointing at the Hell Knight, the light doesn't work: http://i46.tinypic.com/205boqp.jpg
I tested the flashlight on other things:
While the flashlight is pointing at a moving sprite, the light works: http://i45.tinypic.com/wa5xly.jpg
And you already know that when a flashlight is pointing at a dead monster, it still works: http://i48.tinypic.com/rli178.jpg
I knew about it long ago, I just wasn't registered to this website yet to report it.
There is a link to download this mod on this website: http://zdoom.org/wiki/Doom_3_Weapons_Mod
- Enjay
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Re: [r742] Dynamic lights turn off if directly facing a monster
Here's my guess with the flashlight: It is created by an attack that makes an invisible bullet puff appear and the bullet puff has a dynamic light attached. However, I further guess that the weapon has not been set to "puff" on bleeding enemies so if you point it at a live monster, it doesn't work.
- Graf Zahl
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Re: [r742] Dynamic lights turn off if directly facing a monster
That's precisely what happens. Simple case of WAD bug.
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Re: [r742] Dynamic lights turn off if directly facing a monster
How do you set the weapon to "puff" on bleeding enemies?
- Enjay
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Re: [r742] Dynamic lights turn off if directly facing a monster
From the Wiki [zwiki]Actor_flags[/zwiki] page:
You may also find flags such as BLOODLESSIMPACT and NOTRIGGER useful depending on how exactly you are setting things up.PUFFONACTORS
Used on puff objects only. A puff with this flag is spawned even if the actor being hit bleeds. Normally in such a case only blood is spawned but no puff.
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Re: [r742] Dynamic lights turn off if directly facing a monster
Do you have to type it in the console? The page just says that you can set or clear a flag: +Flagname and -Flagname. What should you
precisely do to activate the flag in GZDoom? Should I replace "Flagname" with "Puffonactors"? Could you give me an example of what I
should do?
precisely do to activate the flag in GZDoom? Should I replace "Flagname" with "Puffonactors"? Could you give me an example of what I
should do?
- Graf Zahl
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Re: [r742] Dynamic lights turn off if directly facing a monster
You need to give your light puff the '+puffonactors' and the '+bloodlessimpact' flags or you'll get odd behavior.