That's because it calls A_Light2 and A_Light0 in a series of consecutive 0 length frames so both pointers are executed in the same tic and the level isn't noticeably lit.
something like this gives a brief flash
Code: Select all
RPIS A 0 A_Light2
RPIS A 0 A_Playsound("weapons/pistfire")
RPIS A 0 A_GunFlash
RPIS A 0 A_RailAttack(10,10,1,none, "FB A7 00")
RPIS A 2
RPIS T 2 A_Light0
RPIS F 2
RPIS T 2
RPIS A 10
Goto Ready
That allows a couple of tics of brightness before resetting.
[edit]Dammit, you fixed it whilst I was typing.

[/edit]
On the sound thing, the sound gets muted when it tries to play a second instance of the sound before the first one has finished (which wasn't quite how I thought it worked, but it seems to be in this case). Therefor you need to tell Zdoom to not restrict the instances of weapons/pistfire as low as it currently is. You can put a different value if you like but adding the following to your SNDINFO will stop Zdoom limiting the number of instances for the sound all together.
I tried it and it certainly worked for me.
