sNeaksieGarrett on 27/6/2013 at 16:16
So I did the standard linking of a lost city light from a roombrush with a CD link (and TrigRoomCreature), but when I go in-game, from the next room over I can see the light is already on. If I walk into the room and then walk back out of it, the light turns off. Why is it on already? This is driving me crazy. And yes, the "inactive" checkbox is on the LCLite. Also, there are no AIs in the room, so it shouldn't be on at all.
I even checked Thief 2's miss15.mis to see how LGS did the LCLite, and there's nothing different that I can tell from what I did on my mission. Oh, I made a concrete room brush called TrigRoom by the way.
Yandros on 27/6/2013 at 16:58
What mode is set on the Ambient Light property? If it's set to Smoothly Brighten, try Smoothly Dim or the off-version of whatever you have it set to.
sNeaksieGarrett on 27/6/2013 at 21:56
It's already set to Smoothly Dim.
john9818a on 28/6/2013 at 16:01
Did you script_load miss15?
Are you starting out in a room brush different than the TrigRoom room brush?
sNeaksieGarrett on 28/6/2013 at 16:43
No, I hadn't, but I just tried it now and that didn't help.
Yes. I'm starting in a corridor next to the room with the TrigRoomCreature script. The corridor has Default Room.
Yandros on 28/6/2013 at 17:44
Are there any objects in the room that may somehow have gotten the AI > AI property on them? Yes, I'm grasping at straws.
R Soul on 28/6/2013 at 18:11
You might have accidentally created another instance of that trigger room elsewhere in the mission. I'm not sure if there's a simple way of finding such errors though.
sNeaksieGarrett on 28/6/2013 at 22:03
Considering how small this FM is, that should be easy to determine, R Soul. Yandros, I think what I'll do is remove everything in the room as a test just to see if something in the room might be causing it. I had previously checked to see if an object might be causing it, but I don't see how anything could, unless animating plants count as AI. In fact, come to think of it, I even tried removing the plants from the room and it didn't have any effect.
Update:
Wow, this is bizarre. I removed all the objects that I thought would cause a problem and I even tried deleting the TrigRoom brush and it is still on. Something screwy is going on. Oh, and I did double-check for TrigRoom, that was the only instance of it.
I tried another tactic - I removed the TrigRoom, re-added it, and even deleted the LCLite and re-added it. This time the room starts off dark, but when I walk in the light does not turn on. If I leave and come back to the room, then it turns on. I don't get it at all. I suppose I should just live with it being on already, or find another lighting solution.
LarryG on 28/6/2013 at 23:45
I've got LOTS of these set up in my missions, and found it trouble free, so I'm confused about your setup and what could be going wrong. The room brush has TrigRoomPlayer (or TrigRoomCreature, I guess) on it and a CD link to the light. That's it. Try setting it up in a demo mission to see if it works there. Have you tried deleting the light & room brush and looked at the archetype used for the room brush? I typically set up an archetype roombrush with the script on it and then make all my concrete room brushes that need it as children ...
sNeaksieGarrett on 29/6/2013 at 03:39
I tried it in my template file and it worked fine. So yeah, definitely something screwy in my FM. I can't figure out what's wrong. I've tried deleting the LCLite, the room brush, computing pathfinding, reportalizing. As I said in my last post, recreating it has a different issue. No clue what could be causing this.
Shit, I should have mentioned this in my first post. Although IDK if it really makes any difference: I'm using Dromed 2 1.18 for this particular mission this thread is about.
Here's how I have mine set up:
Default Room>TrigRoom
TrigRoom:
Not Rendered
TrigRoomCreature;;;;FALSE
Links:
ControlDevice link to LCLite
FIXED:
Okay, I fixed it. Here's what I did:
Created a new type of room called Room1 underneath TrigRoom.
Removed the CD link from TrigRoom to the light.
Created a default room around my air brush, then hit create and made it Room1.
Made a new LCLite, and CD linked from Room1 to the light.
Tested in-game, starts off dark, walk into room, light turns on. No problem. What is your problem, dromed? :weird: