So, gzdoom 3.3 has brought us new Spotlight actors to use. They allow nice working with lights, as they are more advanced than the basic pointlights. But I wanted to know how do I define new spotlights? Something like in gldefs - the size, roll, pitch, intensity, angles, etc. I looked into gzdoom.pk3 dynlights.txt, where i found the spotlight class. But the desired properties are not defined in the actor. So I wanted to knwo, how do I define these properties for new actor.
I know I can set these properties in gzdbf, but I would like to make some pre-set lights without the need to bother with the proprties in map editor.
working with new spotlights
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- ramon.dexter
- Posts: 1529
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: working with new spotlights
Spotlight variables define in parent class dynamic light
Code: Select all
native double SpotInnerAngle;
native double SpotOuterAngle;
property SpotInnerAngle: SpotInnerAngle;
property SpotOuterAngle: SpotOuterAngle;
- ramon.dexter
- Posts: 1529
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: working with new spotlights
Oh, nice, thanx. Had to check gzdoom.pk3 for new things then