Is it possible to set up some lights in GLDEFS so that one frame/state/sprite of an actor has two lights attached to it? If so, how?
The Blur Sphere in lights.pk3 seems to try to do this, but I'm not convinced it's actually doing it. Also, it seems to be trying to allocate one light to the whole actor, and then separate lights to individual frames.
I'd like to have two lights - different colours and different positions, on one actor. They don't always appear at the same time, but sometimes they do.
Currently, I'm faking it by getting the actor to spawn a second actor that has the second light attached for frames when two lights are required.
More than one light on the same frame of an actor?
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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!)
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Re: More than one light on the same frame of an actor?
Maybe you can make use of A_AttachLightDef and A_RemoveLight?
https://zdoom.org/wiki/A_AttachLightDef
https://zdoom.org/wiki/A_RemoveLight
https://zdoom.org/wiki/A_AttachLightDef
https://zdoom.org/wiki/A_RemoveLight
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- Posts: 26855
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Re: More than one light on the same frame of an actor?
Oh, that might well work. I'll give it a go later. Thank you.
Edit:
Works like a charm. I was vaguely aware of those commands, but had never used them and had forgotten that they existed.
So, once again, thank you.
Edit:
Works like a charm. I was vaguely aware of those commands, but had never used them and had forgotten that they existed.
So, once again, thank you.
