Agreed, there's so much going on with this plugin it's quite difficult to not mess something else up. Which is why I usually just mess with my minimal offshoot version, less I can break there.
:LZSwink:
@DarkSearinox92 So here's the problem, by default MV/MZ doesn't have the functions in question from whatever plugin you're using to move the camera. So I can't just call upon them in this plugin, else it will break for everybody else.
But I have a solution of sorts, I have added...
$gameVariables.SetActiveRadius(#)
...as a script command it understands. What this does is adjust the Lights Active Radius to something different than what's in the plugin parameters. So before you move the camera, run the script command to make the radius larger so it won't matter you're too far from the player. Then when you're done, run it again to set it to what you normally want.
If I have the time to research a better solution at some point, I'll revisit it. Also this update is in both Community Lighting MV and UMC Lighting MV, which is already on the GitHub.
Wow! Well I'm using the classic RPG Maker move camera. No script! However I think this way can easily fix the problem. If someone wants to move the camera, in this case, to show something in the same room, the lights will remain active because previously you increase the radius.
That way I would say the problem is solved, but if you can find something cooler, it would be top!
Thanks guys <3
I guess how difficult it is to move around the script anyway, but I thought by remaking it you had put some order in the code. It is not so?
:(
I'm afraid that without you two this project won't improve any more ...
I'm always nervous when messing with the deeper code of this plugin because of how disorganized it can be. While I can take a look at it at some point, there's currently a lot on my to-do list (updating/porting over my AES_* plugins to MZ, finishing up a game I've been working on for nearly a year now, etc) so it won't be for awhile.
In the meantime, you can get around that issue with the camera by setting an event to mimic the player's appearance/position/facing, setting the player to transparent, and then move the player as though they were the camera. Probably not ideal, but it'll make sure all the right lights are rendered on the screen.
Edit: Also, Shadowlands (World of Warcraft) just came out, so that isn't helping either. :)
I've played a lot of wow too in the past, and with Shadowlands at the gates I admit that I have a disproportionate desire to play again. It promises to be an incredible expansion.
he only thing we really lack is time
:((( i wanna turn back to 15 years old.