QuakeC awareness of lighting?
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QuakeC awareness of lighting?
Can QuakeC ... even if it requires some DP or FTE extension .. be aware of the lighting level that, say, a player is in?
Theoretical uses:
1. solar-powered armor or something that doesn't recharge in lower light levels.
2. A true ring of shadows where the player is totally invisible to monsters/other players if the player is in a sufficiently "dark place".
I'm assuming the answer is no, but my QuakeC knowledge is still rather limited.
Theoretical uses:
1. solar-powered armor or something that doesn't recharge in lower light levels.
2. A true ring of shadows where the player is totally invisible to monsters/other players if the player is in a sufficiently "dark place".
I'm assuming the answer is no, but my QuakeC knowledge is still rather limited.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: QuakeC awareness of lighting?
Two ways, at least that I can think of.
Without any sort of engine code, you can search for any light entities within a certain radius. Not very good, I dunno.
Maybe you can refine that by checking if there are any walls in the way, thus detecting "shadows" to an extent.
Other way is a bit more obvious and just uses DarkPlace's getlight function.
Without any sort of engine code, you can search for any light entities within a certain radius. Not very good, I dunno.
Maybe you can refine that by checking if there are any walls in the way, thus detecting "shadows" to an extent.
Other way is a bit more obvious and just uses DarkPlace's getlight function.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
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