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IDProjectCategoryView StatusLast Update
0003760The Dark ModScript/Defpublic21.06.2014 11:55
ReporterSteveL Assigned ToSteveL  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.02 
Target VersionTDM 2.03Fixed in VersionTDM 2.03 
Summary0003760: Let def_attach entity lights be toggled by a trigger
DescriptionCombined entity lights don't all work the same. Those with no particle effect can be toggled on and off by a trigger. Those that use particles can't and mappers have to resort to faking fire/water stims.
Additional InformationProblem statement by RJFerret in this post: http://forums.thedarkmod.com/topic/16351-shadow-lights-on-combined-entity-lights/page__view__findpost__p__348335

Amended script object provided by Obssttorte in this post: http://forums.thedarkmod.com/topic/16351-shadow-lights-on-combined-entity-lights/page__view__findpost__p__348344

Amended script adds a trigger response to the entity at spawn time.

To do: check that double-calling of LightsOn() and LightsOff() won't cause problems for non-particle lights which will call it both as a response to the trigger and as a side-effect of idLight::On and Off. It should be ok... those methods already get called more than once in some situations.
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SteveL

SteveL

21.06.2014 11:52

reporter   ~0006680

Checked with 40 entity lights in a test map, sampled from all categories both moveable and not. Works as expected except for a couple of lights that don't use tdm_light_holder script, which don't respond, but they can simply have it added to their def later if needed.

Committed in rev 13884

Issue History

Date Modified Username Field Change
19.06.2014 09:52 SteveL New Issue
19.06.2014 09:52 SteveL Status new => assigned
19.06.2014 09:52 SteveL Assigned To => SteveL
21.06.2014 11:52 SteveL Note Added: 0006680
21.06.2014 11:55 SteveL Status assigned => resolved
21.06.2014 11:55 SteveL Fixed in Version => TDM 2.03
21.06.2014 11:55 SteveL Resolution open => fixed