Re: GZDoom light pool on weapons fire
Posted: Tue May 08, 2012 11:18 pm
First, make an actor, lets call it lightpool
next, attach ATSHOTGUNLIGHT to it, then you finally shoot it
try it out in a dark area, and adjust till it looks good.
Code: Select all
Actor lightpool
{states
{
spawn:
TNT1 A 6
stop
}}
Code: Select all
ACTOR ATSuperShotgun : Weapon replaces SuperShotgun
{
...
Fire:
SHT2 A 3
SHT2 K 0 A_FireCustomMissile("lightpool")
SHT2 K 3 BRIGHT A_FireBullets (4,4,24,5,0,1)
SHT2 A 2 BRIGHT
SHT2 A 2
SHT2 B 7
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
...
}
}