ZDoom Line Specials

114:Light_Glow

Name

Light_Glow — gradually switches the light in a sector between two light levels.

Synopsis

Light_Glow (tag, upper, lower, tics);
Light_Glow (
  tag,       // Tag of affected sector
  upper,     // Upper light level
  lower,     // Lower light level
  tics       // How long each light change takes
);

Parameters

tag
The tag of the sector or sectors to change the light in.
upper
The maximum light level to cycle to. This can be no higher than 255.
lower
The minimum light level to cycle to. This can be no lower than 0.
tics
The amount of time (in tics) for the light to change from one level to the other.

ACS

This special's function is the same whether you activate it on a line or use it in a script.

Remarks

This special cycles the light level in a sector continually between upper and lower. The tics parameter is the number of tics it takes for the light to change from upper to lower. When the light changes from lower back to upper, it again takes the specified number of tics to complete. The time taken for one complete minimum -> maximum -> minimum cycle is thus 2 * tics.

When you use Light_Glow, the sector's current light level is ignored. The glow will always start at upper.

ACS Equivalent

If you want to stop this effect at some point, you can emulate it using Light_Fade and the following ACS code:
Light_ChangeToValue (tag, upper);
while (1)
{
    Light_Fade (tag, lower, tics);
    delay (tics);
    Light_Fade (tag, upper, tics);
    delay (tics);
}

First Available In

Hexen

See Also

Light_Fade | Light_Flicker | Light_Strobe