Linedef type 417

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Light pulsating slowly.

Linedef type 417, Start Adjustable Pulsating Light, is a type of linedef executor which, when triggered, starts a pulsating light effect in every tagged sector, in the same manner as linedef type 602.

Setup

The control linedef's length determines the speed of the pulsating light, in relation to the two brightnesses specified. Four fracunits of length mean that the light level will change by one unit per tic, so the longer the linedef, the quicker the speed. The default speed is 32 fracunits (or 8 units of light level per tic). Both the control sector's and the target sector's brightness levels affect the brightness at which the light pulsates. The lesser brightness level between the two determines the minimum light level for this effect, while the greater brightness level determines the maximum. The difference between the two brightness levels is also a factor in how quickly the light pulsates. The smaller the difference is, the quicker the light will pulsate, even if the pulsating speed set by the control linedef remains the same.

If you use a two-sided linedef with the Not Climbable flag checked, the light level of the linedef's back sector will be used as the second light level, instead of the target sector, allowing you to set the latter at a different starting light level entirely.

NoteIcon.png Note
In the Software renderer, the brightness levels can also determine how smoothly the light pulsates. Also note that, since the Software renderer only has 32 distinct light levels, the pulsating effect may not be visible if the chosen light levels are too close together.

Sample

Example WAD: ex_ld417_startadjustableglowinglight.wad

  Linedef typesLinedef executors [view]
Triggers:

ContinuousEach TimeOnce • Ring Count (ContinuousOnce) • Character Ability (ContinuousEach TimeOnce) • Race Only – Once • CTF Red Team (ContinuousEach Time) • CTF Blue Team (ContinuousEach Time) • No More Enemies – Once • Number of Pushables (ContinuousOnce) • Condition Set Trigger (ContinuousOnce) • Unlockable (ContinuousOnce) • Trigger After X Calls (ContinuousEach Time) • Level Load


Actions:
Sector:
Set Tagged Sector's Floor Height/TextureSet Tagged Sector's Ceiling Height/TextureSet Tagged Sector's Light LevelChange Tagged Sectors' TagChange Front Sector's TagStart Adjustable Flickering LightStart Adjustable Pulsating LightStart Adjustable Blinking Light (unsynchronized)Start Adjustable Blinking Light (synchronized)Fade Light LevelStop Lighting EffectChange Plane Scroller Direction
Plane movement:
Move Tagged Sector's FloorMove Tagged Sector's CeilingMove Floor According to Front Texture OffsetsMove Ceiling According to Front Texture OffsetsStop Plane MovementStart Platform MovementCrush Ceiling OnceCrush Floor OnceCrush Ceiling and Floor Once
Player/Object:
TeleporterChange Object StateStop ObjectAward ScoreEnable/Disable 2D ModeEnable/Disable Gravity FlipAward Power-UpDisable Player ControlChange Object SizeChange Object Type State
Other:
Change MusicPlay Sound EffectRun ScriptSwitch to Cut-Away ViewChange SkyChange WeatherShatter FOFChange Tagged Linedef's TexturesStart Metal Sonic RaceCondition Set TriggerCall Lua FunctionEarthquakeMake FOF Disappear/ReappearExecute Linedef Executor (from Tag)Execute Linedef Executor (Random Range)
PolyObject:
Door SlideDoor SwingMoveMove, OverrideRotate RightRotate Right, OverrideRotate LeftRotate Left, OverrideMove by WaypointsTurn Invisible, IntangibleTurn Visible, TangibleSet Translucency