MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 46 of 64 View original ↗
  1. DarkSearinox92 said:
    Hey friend, i found the damn bug. If you set the Player Radius <100, the raidus stop to work! That's the problem :(

    Yep, you are totally right, I managed to reproduce the error; I will work on a fix this evening.
  2. Alexandre said:
    4.5.1 should be working, too.
    Did you follow the download instructions? (Otherwise, you may download an html page rather than the actual plugin.)

    I confirm this thing, 4.5.1 MV version doesn't work :( Downloaded this : https://raw.githubusercontent.com/ImaginaryVillain/community_lights/master/Community_Lighting.js

    Alexandre said:
    Yep, you are totally right, I managed to reproduce the error; I will work on a fix this evening.

    You are a hero <3
  3. It should be fixed with my latest pull request.
  4. Alexandre said:
    It should be fixed with my latest pull reques

    Unfortunately, i found a bug.

    Now the new version is working, but the updating of the auto-shadows happens only the second time that you force the hours, and inverted.

    Try to create an event with

    Daynight hour 1

    and another event with

    Daynight hour 10

    If you force the Hour on 1 the first time, they disappear. If you go on day (hour 10), they doesn't appear.
    If you force the Hour again on 1 THEY APPEAR...
    If you force again the hour on 10, they doesn't appear.

    So basically the process inverted it.

    BUT, if you double force the hour on 10, so run two times the event, they appear again.
    And if you double force the hour on 1, they disappear.

    But basically if you start over, they continue to appear and disappear but inverted.



    So: They are inverted.
    but: if you double force the event, they respect the right order.

    :(
  5. DarkSearinox92 said:
    Ne need to wait the merge, right?

    You can download it from my fork right now if you want to.
  6. Alexandre said:
    You can download it from my fork right now if you want to.

    yeah sorry, i found it, but meanwhile I edited the post hoping you wouldn't read it.

    Read it again :(
  7. DarkSearinox92 said:
    Unfortunately, i found a bug.

    Now the new version is working, but the updating of the auto-shadows happens only the second time that you force the hours, and inverted.

    Try to create an event with

    Daynight hour 1

    and another event with

    Daynight hour 10

    If you force the Hour on 1 the first time, they disappear. If you go on day (hour 10), they doesn't appear.
    If you force the Hour again on 1 THEY APPEAR...
    If you force again the hour on 10, they doesn't appear.

    So basically the process inverted it.

    BUT, if you double force the hour on 10, so run two times the event, they appear again.
    And if you double force the hour on 1, they disappear.

    But basically if you start over, they continue to appear and disappear but inverted.



    So: They are inverted.
    but: if you double force the event, they respect the right order.

    :(

    I guess it only happens on map without daynight?
    EDIT: OK, found it, I will make the update ASAP.
    Re-EDIT: It is online.
  8. Might I add a suggestion, size cycling? So that lights can be small and grow large vice versa? Could be a neat thing.
  9. i have a question, what can i do when i start the game with the plugin (mz), and says unexpected number?
  10. Alexandre said:
    I guess it only happens on map without daynight?
    EDIT: OK, found it, I will make the update ASAP.
    Re-EDIT: It is online.

    Totally perfect <3 Thank you so much, friend!
  11. Is there a way to make the time of day screen tint fade into the new time's tint when the time changes? When time changes manually (eg by plugin command), not by DayNight cycling by itself.
  12. I get this font glitch using Community Lighting. Any clues? It's with version 1.4.4 of MZ.

    newest.png
  13. Is there a way to use the day night system (different tints at different hours) but keep the speed at 0? My plan is to only advance to morning/noon/night at certain points in the story through events with plugin commands. But it seems that if you keep the day night speed at 0, the tints don't update.
  14. Hi fellas. I wanted to make a Taxi event that currently produces a small light (indicating it's a taxi that's available for transport) parking on a bay, when the the driver begins the trip I want the car to activate a flash light on itself but I cannot find the plugin command for it?
  15. Is there a way to set an event to not be effected by the shadow/light?
  16. Hi!
    I was trying to set 2 light events in a Cave map. One for the entrance and one for the exit.
    With both Terrax_Lighting and Community_Ligting the first one works, but the second appears on the upper-left corner of the map.
    1652009462321.png
    1652009545067.png
    1652009708126.png

    I noticed that if I move the "exit" event closer to the "entrance" event, it works fine. Could it be because the map is pretty big (60x60)?

    Thank you in advance for the help
  17. First sorry for the waiting, for some reason I didn't received any notification from the thread anymore.

    Skurge said:
    Hi fellas. I wanted to make a Taxi event that currently produces a small light (indicating it's a taxi that's available for transport) parking on a bay, when the the driver begins the trip I want the car to activate a flash light on itself but I cannot find the plugin command for it?

    You should be able to achieve that by using different pages for the taxi, and giving each page a different lighting.

    FinnGuy said:
    Is there a way to set an event to not be effected by the shadow/light?

    You can do it with region and tileset (using region or tile block), but not for an event.

    Dermir said:
    Hi!
    I was trying to set 2 light events in a Cave map. One for the entrance and one for the exit.
    With both Terrax_Lighting and Community_Ligting the first one works, but the second appears on the upper-left corner of the map.
    View attachment 225573
    View attachment 225574
    View attachment 225575

    I noticed that if I move the "exit" event closer to the "entrance" event, it works fine. Could it be because the map is pretty big (60x60)?

    Thank you in advance for the help

    May be your map has a X scrolling (= you can go to the left of the map from the right side of the map)?
  18. Hi @Alexandre! I checked and no, there is no x scrolling on the map
    It really seems that the size of the map is causing the issue, cause with a smaller map the issue doesn't occur.
  19. Dermir said:
    Hi @Alexandre! I checked and no, there is no x scrolling on the map
    It really seems that the size of the map is causing the issue, cause with a smaller map the issue doesn't occur.

    I wasn't able to replicate the issue on a big map; could post somewhere a copy of the json of your map so I can understand what's wrong?

    EDIT: Ok, I found it; your event 'Use lights' is teleporting your light source away.

    ◆Déplacer un évènement:Light OC2 (Attendre)
    : :◇Script:this.jumpToPoint (0, 0)
  20. Alexandre said:
    First sorry for the waiting, for some reason I didn't received any notification from the thread anymore.



    You should be able to achieve that by using different pages for the taxi, and giving each page a different lighting.



    You can do it with region and tileset (using region or tile block), but not for an event.



    May be your map has a X scrolling (= you can go to the left of the map from the right side of the map)?
    Unfortunately I have alot of branching conditions that have different pathways, I was hoping I could get the same desired results on a singular page.

    I feel like there should be a plugin command for an event [self] included for the flash light.