View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005008 | The Dark Mod | Def / Setup | public | 06.03.2019 15:29 | 02.07.2022 17:28 |
Reporter | Dragofer | Assigned To | |||
Priority | none | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | TDM 2.06 | ||||
Summary | 0005008: "is_lantern" spawnarg breaks the "should_be_vert" spawnarg | ||||
Description | If a moveable lantern should stay lit despite lying on its side, the spawnarg "set should_be vert on light" "0" needs to be set on the lantern. This will only work if "is_lantern" is set to "0" on the lantern. | ||||
Tags | No tags attached. | ||||
From betatesting thread of Marsh of Rahena, post 0000041: "Now dropped lanterns remains lit, yet they stop to turn on or off after several times. Putting them down or changing holding distance temporary helps with that." [Typo in title, spawning instead of spawnarg.] |
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Both "is_lantern" and "should_be_vert" result in verticality checks. The difference is the first is set on the lantern, while the second is set on the light entity itself. They use slightly different verticality checks. The one for "is_lantern" is made in Entity.cpp while for "should_be_vert" it's made in Light.cpp. "should_be_vert" should only apply to lights with the spawnarg "AIUse" "AIUSE_LIGHTTYPE_TORCH", but I've noticed verticality requirements also on moveable candles, so there's probably a 3rd method somewhere that controls verticality of lights. |
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Date Modified | Username | Field | Change |
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06.03.2019 15:29 | Dragofer | New Issue | |
13.03.2019 09:07 | Dragofer | Note Added: 0011686 | |
02.07.2022 16:56 | Dragofer | Summary | "is_lantern" spawning breaks "should_be_vert" spawnarg => "is_lantern" spawnarg breaks the "should_be_vert" spawnarg |
02.07.2022 16:56 | Dragofer | Description Updated | |
02.07.2022 17:28 | Dragofer | Note Added: 0014958 |