New version (1.1.3) now available
http://mvplugins.com...Lighting System
Version 1.1.3
Fixed
A number of variables (flashlight,fire) and arrays (switches and daynight settings) get saved to the save-game
and restored on load
I would like to see an integration with Vlue's plugin, and also with Hudell's plugin if it's possible.
I might take a look at integration with other plugins after the bug reports die out.
It will at most be the display of the time of day. Most other day/night systems work with darken filters,
this is not compatible with my script, so using my daynight system will remain the same.
Hey Terrax! i've got some incompatibility between your plugin and quasi movement plugin, he help me fixing the incompatibility with this code, maybe is useful also for you?
It replace the part from line 777 and 818
I have to figure out how to detect the other plugins are installed, after i figure that out it shouldn't be to hard.
Ill start on dealing with compatibily problems when most of the bugs are out of my own plugin.
*Hi, awesome plugin, however i have a question, how i can event in a way that all the doors of the town closes at 8:00pm?
I've included a demo of such an event in the demo that comes with this update. If you enter the day/night area in the demo the lights on the castle will go on at 20:00 and go out at 7:00 in the morning. This should be about the same as what your trying to achieve with the doors.
Hi, I'm having a pretty big problem with this script, and it has to do with saved games.
I have a zone where I deactivate the script because it is daytime, but later, I have a camp scene where I need the script, so I turn it on again.
If the player saves on this map and reloads the game, the deactivation is forgotten and the screen is black.
Further, torches that were lit in previous saves via the "Light on x" command do not persist through saves. Switch D is still active, and the torch appears lit, but the light radius is not there. This means that the torch is now broken for the player.
Thanks for the bug report, this should be fixed with this update
Just had a thought that could reduce the amount of events used.
For example I have street lights in a big city, they will project a white light, to save myself time from using events could I have note tags/ or terrain tags associated on the tile set up OR maybe even a note tag specifically for the map co-ordinating light colours associated with terrain tags?
So say the light source tile has a terrain tag of 2- which could result in a white light hand out? Would this be possible? If so I would very much recommend it :)
Not at this time
:)