Biturbo, on 07 August 2012 - 05:25 AM, said:
gamevar thunder_count 0 0
gamevar runonce 0 2
gamevar default_cshade 0 2 // to store the original sector shade
gamevar default_fshade 0 2 // to store the original sector shade
gamevar new_cshade 0 2
gamevar new_fshade 0 2
useractor notenemy LIGHTING_ICON
cstat 32768
ifvare runonce 0 // we only want to store the shade at its default value
{
getsector[THISACTOR].floorshade default_fshade
getsector[THISACTOR].ceilingshade default_cshade
setvar runonce 1
}
ifvarg thunder_count 30 // if the counter is above a good value
{
setvarvar new_cshade default_cshade
setvarvar new_fshade default_fshade
subvar new_cshade 10 // subtract! lower numbers are brighter numbers
subvar new_fshade 10
ifvarg thunder_count 35 // I made two stages of brightness for the heck of it
{
subvar new_cshade 10
subvar new_fshade 10
}
setsector[sector_pos].floorshade new_fshade
setsector[sector_pos].ceilingshade new_cshade
}
else // otherwise just keep the default/original sector shade
{
setsector[THISACTOR].floorshade default_fshade
setsector[THISACTOR].ceilingshade default_cshade
}
enda
actor APLAYER
ifvare thunder_count 0 ifrnd 16 // we only start counting sometimes
{
setvar thunder_count 1
}
else ifvarg thunder_count 0 // count as long as the var is more than 0
{
addvar thunder_count 1
ifvarg thunder_count 40 // reset it when it goes over the max value we want
setvar thunder_count 0
}
// rest of player code
enda

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