Orange Lighting

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Started by Hudell 171 posts Page 3 of 9 View original ↗
  1. I'm having an issue where the darkness opacity is IMMEDIATELY changed, and I'm at 0.1. Is this in any way tied to seconds, and since I have the seconds as 10 milliseconds for a second in test play it is just going really fast?

    EDIT: Confirmed, it is just switching it instantly no matter what, no smooth transition. Do I need to set it below 0.1 then...? That's a bit strange.
  2. Hi Hudell. Thank you for this amazing plugin. I have two things to report and one question. First is: When using the "Camera Scrol EX" plugin the "light layers" move together with tha camera and gets away from the event. Second is: The light just flicks when the Character moves. 

    My question is: Is it possible to light an event created during the game play with OrangeCustomEvents plugin? I have an item called "firecamp". When the actor uses it, it copies a firecamp event from other map to the current one. I'd like to light it but I can't find a way to do it.
  3. gabrielnegreira said:
    Hi Hudell. Thank you for this amazing plugin. I have two things to report and one question. First is: When using the "Camera Scrol EX" plugin the "light layers" move together with tha camera and gets away from the event. Second is: The light just flicks when the Character moves. 

    My question is: Is it possible to light an event created during the game play with OrangeCustomEvents plugin? I have an item called "firecamp". When the actor uses it, it copies a firecamp event from other map to the current one. I'd like to light it but I can't find a way to do it.

    Skotty TV said:
    Hey, there is a small bug i found while i was using "MBS Smooth Scroll":

    When the color(or time?) is full dark, all event lights only move when the player move.

    So i guess the light position is only updated with a step of the player?

    EDIT:

    Ok i found it myself at line 322:

    Spoiler
    if (namespace.dirty) {this.refreshMask();

    namespace.dirty = false;

    this.currentMapId = newId;

    }
    Spoiler
    Under that piece of code i put the following:

    this.refreshMask();Now the light positions get updated all the time i guess :)

    perfect!
    What's funny, this is an issue I had even though I'm not using anything. Should probably be put in the main script.
  4. Prescott said:
    I'm having an issue where the darkness opacity is IMMEDIATELY changed, and I'm at 0.1. Is this in any way tied to seconds, and since I have the seconds as 10 milliseconds for a second in test play it is just going really fast?

    EDIT: Confirmed, it is just switching it instantly no matter what, no smooth transition. Do I need to set it below 0.1 then...? That's a bit strange.

    Indeed. Somehow I missed that post on the first page. The proposed solution there will make the lights refresh every single frame, even when nothing changed.

    I'll fix the events addon to refresh when the events move.

    gabrielnegreira said:
    Hi Hudell. Thank you for this amazing plugin. I have two things to report and one question. First is: When using the "Camera Scrol EX" plugin the "light layers" move together with tha camera and gets away from the event. Second is: The light just flicks when the Character moves. 

    My question is: Is it possible to light an event created during the game play with OrangeCustomEvents plugin? I have an item called "firecamp". When the actor uses it, it copies a firecamp event from other map to the current one. I'd like to light it but I can't find a way to do it.
    If you know the id of the event, you can use this script call:

    Code:
    $gameMap._events[EVENT_ID].enableLight();
  5. I can't seem to get the light to emit, I have the note tag <Light> and the script call to enable it but nothing happens, also is there a way to make it not dark in battle?
  6. Danito said:
    I can't seem to get the light to emit, I have the note tag <Light> and the script call to enable it but nothing happens, also is there a way to make it not dark in battle?
    I have the exact same problem, I asked the same question on Page 2.

    I hope we can get help soon :)

    Do you have the Main Light Add-On + the Event Plugin?
  7. Hudell said:
    Indeed. Somehow I missed that post on the first page. The proposed solution there will make the lights refresh every single frame, even when nothing changed.

    I'll fix the events addon to refresh when the events move.

    If you know the id of the event, you can use this script call:

    $gameMap._events[EVENT_ID].enableLight();
    Hi. I tried this command and I get "undefined is not a function" error. 

    I have a nother question. Where can I find a list of all the plugin commands and script calls for this plugin? 

    Thank you,
  8. gabrielnegreira said:
    Hi. I tried this command and I get "undefined is not a function" error. 


    I have a nother question. Where can I find a list of all the plugin commands and script calls for this plugin? 


    Thank you,
    Hm, that means the plugin wasn't loaded. Do you have both OrangeLighting and OrangeLightingEventLight enabled?


    I'll make that list later.
  9. Hudell said:
    Hm, that means the plugin wasn't loaded. Do you have both OrangeLighting and OrangeLightingEventLight enabled?

    I'll make that list later.
    Hi,

    Yes, they are enabled and I still get "undefined is not a function" error. I'm using this script call:

    "$gameMap._events[002].enableLight();"

    Am I missing something?
  10. I just updated the OrangeLightingEventLight addon, it should fix your problem.
  11. Hi Hudell. 

    The "$gameMap._events[Event_ID].enableLight();" script command is working now. But I can't find a way to discover the ID of an event copied from another map with OragenCustomEvents plugin. I think that maybe a command like "light this event" would be easier to be set by the game developers. Is there this command? Or could you creat it? 

    Thank you 
  12. Yes, that's the way the command was intented to be used in the first place:

    Code:
    this.enableLight();
  13. Great! It's working the way I was hoping. Now I can make my character craft a firecamp and use it as a lightsource. Thank you very much. 

    The only thing I noticed is that when I enter anothar map and come back to the previous map, the event is not lighted anymore. Is there a workaround to it?

    Thank you.
  14. Hi, back again :p

    Is it possible to assign a flashlight to an event and have the light move when the event moves? 
  15. Yup. On the EventLights addon, if you click on the help file, it should have a short explanation about how to do that.
  16. Just checked out the HELP on the Events Lighting and I can not see the info on how to do this - just the plugin command and script calls?
  17. Using a notetag or script call should enable the flashlight and with it enabled, it should automatically update as the event walk around. If it's not working, then there's a bug.
  18. The flashlight is enabled, however once the event moves the light surrounding the event stays put and the event moves on without it.

    Here's the event page ...

    Screen Shot 2015-12-29 at 19.29.31.png
  19. Hi, your script looks pretty neat and it seems really easy to use. That said for some reason the event lights keep following the player around and I'm really not sure why. I wonder if it's compatible with BindPictureToMap, but then again @Sindaine is using it as well yet for him it was just a layer problem.

    I hope it's something really silly that I'm just doing wrong.

    Here's what happens... (the light is originating from the crystal in this example)

    Spoiler
    Untitled2_zpsxeaihl5d.png
    Here is the (empty) event page...

    Spoiler
    Untitled3_zpsbuv77pxw.png
    And here are my plugins.

    Spoiler
    Untitled1_zpsxi5psxnn.png
    Any idea what's happening? If I move to the left It'd go to the left, etc.

    I'd be really thankful for any help, every lighting system I try to use ends up bugging out on me. ;)
  20. I updated the main lighting plugin with a fix.