Flashlight
- idGamer
- Topic Author
- Dark Imp
- Posts: 10
Name: FlashLight
Class: 1
Type: Projectile (sort of)
Palette: PNG Palette
Summon: FlashLight
Ammo Type: None
Altfire: No
Powered Mode: No
Added States: No
Credits:
Submitted: idGamer
Decorate: Alando1, idGamer
GLDefs: Alando1
Sounds: Unreal Tournament
Sprites: Alando1, osjclatchford, eriance, id Software, 3D Realms.
Sprite Edit: MagicWazard
Idea Base: No
ACS: No
Description:
A simple flashlight, in both angled and centered format.
Only works with Dynamic Lights activated.
Pics:
Download:
Well, I figured I should go ahead and submit this old thing again.
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- NeuralStunner
- Administrator
- Posts: 110
Checking the wad, I don't think the duplicate pickup sound is really necessary. (Besides, the sound lump itself is misnamed!) I'd remove the sound lump and SndInfo entry, and change the PickupSound to a standard item pickup. (The powerup sound would be fitting, I think.)
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- idGamer
- Topic Author
- Dark Imp
- Posts: 10
NeuralStunner wrote: Surprisingly effective, given the limitations of the engine in this respect. The light does seem a bit too yellowish though.
Checking the wad, I don't think the duplicate pickup sound is really necessary. (Besides, the sound lump itself is misnamed!) I'd remove the sound lump and SndInfo entry, and change the PickupSound to a standard item pickup. (The powerup sound would be fitting, I think.)
I moved the color from 0.7 0.7 0.3 to 0.7 0.7 0.5, and removed the pickup sound (replacing it with the powerup pickup sound). Also tweaked the sprites names a little to make the two flashlights consistent.
First post has been updated.
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- NeuralStunner
- Administrator
- Posts: 110
(I'll have a look later, currently having some internet difficulties.)
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- NeuralStunner
- Administrator
- Posts: 110
How I tested this: Disable monsters, go to any map with lots of hallways (and preferably no visible sky), and use the console:
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- idGamer
- Topic Author
- Dark Imp
- Posts: 10
Also, I noticed that the beam of light would trigger projectile activated switches; this has been fixed.
First post has been updated.
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- Salahmander
- Cacodemon
- Posts: 114
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- NeuralStunner
- Administrator
- Posts: 110
Checking the latest version, I only have one very small suggestion: Play the "turn off" sound if weapon is switched while the light is on. I'll still go ahead and approve this now, though.
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- idGamer
- Topic Author
- Dark Imp
- Posts: 10
If anybody else wants to modify the flashlight, they're welcome to.
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- Infirnex
- Demon
- Posts: 49
idGamer wrote: Eh, I've kind of lost my interest in Doom modding at the moment.
If anybody else wants to modify the flashlight, they're welcome to.
Very well.
Now plays the sound as suggested by NeuralStunner. Up to you if you find it significant enough to add me to credits
Although, for the info, I suggested:
Summon: Flashlight[Centered/Angled]
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