Toggleable Electric Lights

Discussion in 'Modding and Scripting Support' started by RunAwayScientist, Nov 16, 2010.

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  1. RunAwayScientist

    RunAwayScientist Member

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  2. UniversalWolf

    UniversalWolf New Member

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    Funny. I was just thinking the other day this would be a nice improvement.
     
  3. Viktor_Berg

    Viktor_Berg New Member

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    I have a question: do these toggleable lights also create lightning in-game (your video showed the lamp in a fullbright environment), and more importantly, does it properly affect the Sneak modifier?

    I'd imagine it would be great to create a quest where you, as a thief, can turn off all lights in a house to make sneakin' and stealin' easier.
     
  4. UniversalWolf

    UniversalWolf New Member

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    I don't have any hard data, but I notice quite a large difference. Not only does a light make sneaking much more difficult, it seems monsters in dark places will beeline for a character carrying a light source.

    Sound also makes a big difference. Gunfire brings all the nasties running in your direction, while you can often snipe at things with a boomerang and get away with it.
     
  5. Viktor_Berg

    Viktor_Berg New Member

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    Wolf, the question is not whether light or sound in general can affect sneaking - it is explicitly stated (in the game? in the manual?) that illumination affects sneaking.

    The question I asked was whether sneaking is affected by THESE toggleable lights.

    I will test this out when I get some time on my hands.
     
  6. Damphil

    Damphil New Member

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    Guys help me.

    need files:
    globalflags.mes
    globalvars.mes
    pcflags.mes
    pcvars.mes
     
  7. Damphil

    Damphil New Member

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    RunAwayScientist
    I do not know what to write, but I know exactly what you need to find these files.
    And I need to find where the line responsible for the light in - hand lamp and a miner's helmet.

    Search real files *mes.
     
  8. FilthyJack

    FilthyJack Member

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    I'm not sure what you want exactly, but if you are looking for the light source from the Miner's Helmet, it is actually a FLAG in the .pro file. It can be used to produce a FIXED size light glow on items.

    This flag has a dynamic position (depends on script/damage sections size) but you can access this flag by loading the prototype in 'arcanum factory' if you'd like.

    RunAwayScientist: Cool to see you arround here, I'm sorry for quitting the project about cracking maps. In the end the other projects took all my time... :???:
     
  9. Damphil

    Damphil New Member

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    FilthyJack
    I random edit *pro files, but not found it's - a FLAG. For Miner's Helmet.

    I'm found "ligth" in *pro files in mobs.
    [​IMG]
    [​IMG]
    Now search "light" in items, not result.
     
  10. FilthyJack

    FilthyJack Member

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    The location of that flag in .pro 'items' is never the same offset, it always changes. This is why you probably need a tool to edit this for you.

    The light section in .mob files can be added to items too, but there is no example in game (afaik) so you won't be able to find a clean reference.

    The 'light' flag in .pro is :
    1 octet, 8 bits

    Position:
    sizeof(scr_section) + sizeof(dmg_section) + offset

    Predefined fixed radius values are either:
    -blue
    -yellow
    -white

    Have you tried opening worlded and creating an item with 'light section', save the map, go to the maps folder and edit the .mob item like you did with NPCs/Critters?

    Hope this helps.
     
  11. Damphil

    Damphil New Member

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    "light" in mobs -> need edit *.pro files
    i'm use - HEXeditor
    [​IMG]
    For all mobs - use light -> edit files:
    Code:
    00000100 00 00 00 00 FF FF СС СС AA AA AA 00 00 00 00 00
    Where:
    00000100 - number line
    FF FF - On \ Off light
    СС СС - radius
    AA AA AA - color

    I'm edit *.pro files item (random) - not see code for light.
    line - ???(test all line)
    Radius - ???
    Color - ???
    Not found.
     
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