Ambient Sound and PointLight not "following" Elev. movement

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
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.

Ambient Sound and PointLight not "following" Elev. movement

Postby XLightningStormL » Sat Oct 13, 2018 12:18 am

So for my map I have an elevator that also uses Dynamic Lights (to represent Emergency Power) and also includes Elevator Music, however when the Elevator moves, the two actors don't actually follow the lifts movement and will keep the same Z-location for some reason.

Anyway to fix this? It kinda ruins the point of using either.
User avatar
XLightningStormL
DUSK Wiki Master
 
Joined: 09 May 2016
Discord: XLightningStormL#7461
Twitch ID: XLightmingStormL

Re: Ambient Sound and PointLight not "following" Elev. movem

Postby Kappes Buur » Sat Oct 13, 2018 11:54 am

The ambient sound should be audible regardless of the sector height. Just place the sound close to or in the sector.

For the dynamic lights you could place several at different heights.
Or deactivate them at first and activate, then deactivate them, with a script as the player moves through the height of the dynamic lights. Perhaps something like GetActorFloorZ. There are a few ways of doing this.
User avatar
Kappes Buur
 
 
 
Joined: 17 Jul 2003
Location: British Columbia Canada

Re: Ambient Sound and PointLight not "following" Elev. movem

Postby Enjay » Sat Oct 13, 2018 7:47 pm

How about defining an (invisible) actor that moves with the sector and defining a dynamic light for it?
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland


Return to Mapping

Who is online

Users browsing this forum: Awario [RSS] and 0 guests