Light_Flicker (tag, 32, 32) doesn't just change a light level to an unchanging 32 if the sector has a sector light special in it, instead it ignores the command.
i guess that's only a logic error if anything but since zdoom doesn't like messing with light levels on sectors with lighting specials, by fixing it so you could (wth a command to remove specials) would allow you to relieve these restrictions as well. how it is my map needs to be able to be able to lower the light specials on several sectors of my map in order to get the effect i want.
[Remedied] kind of a bug
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kind of a bug
Last edited by SargeBaldy on Sat Nov 01, 2003 6:30 pm, edited 2 times in total.
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Your 'no-op' light effect doesn't work because it is probably overridden by the already existing one. The first effect doesn't get removed and still does its stuff. So you have 2 effects on the same sector.
EDIT: I just looked at the code. The second light effect won't work because it only changes the light level if it is either the minimum or maximum that has been set. In your case, it the light level is not 32 it won't do anything after the counter has been counted down to 0. Then it overflows and 4 days later it will check again. Yes, this seems stupid but that's how it works. It's not a bug, just a lack of feature (being able to remove light effects)
EDIT: I just looked at the code. The second light effect won't work because it only changes the light level if it is either the minimum or maximum that has been set. In your case, it the light level is not 32 it won't do anything after the counter has been counted down to 0. Then it overflows and 4 days later it will check again. Yes, this seems stupid but that's how it works. It's not a bug, just a lack of feature (being able to remove light effects)
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