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- Sep 22, 2007
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Torch System
no 360 degree torches.Note: this can/should only be used with the call SetDayNightModels("","") trigger.
What You Need.
All you need is this - View attachment Light.mdx the light model. It and a few VERY simple triggers will be all that's used here.So - why a torch system? Because, since when do torches light up the area ALL around you? They light it up in front of you.
Preparation.
- Make a unit called Light with the Light model, give it locust and invulnerability, set all its shadow values to 0.00.
- Open the variable editor (the yellow X), then make a new variable (green X) a Unit variable, call it LightUnit. (This will be the light)
- Make another new variable, Location/Point (I forgot the English version) and call it TempPoint. (This will be the position of the person holding the light)
- Use a Map Initialization trigger, or wherever you want the "lights off" sign, and create 1 unit with the model of the Light (View attachment Light.mdx) at the position of your torch holder. Then set LightUnit = Last Created Unit.
- Then use one trigger like this:
- Custom Script: call SetDayNightModels("","")
- Make another trigger that looks like this.
-
Events
- Time - Every 0.02 seconds of game time
-
Conditions
- (Life of (Your Unit)) Greater than or equal to 1.0
-
Actions
- Set TempPoint = (Position of YourUnit)
- Set TempPoint2 = TempPoint offset by 300.00 towards (Facing of Castaway 0001 <gen>) degrees)
- Unit - Move LightUnit instantly to TempPoint2
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint2)
-
Events
And that's it. Your results will be somewhat like this.
Terrain Tips to go with Dark Forests etc:
- use big summer trees, tinted darkish
- use 5000 end fogs, with a deep, deep purple (maybe 30,0,30 at max)
- use a lot of shrubs and rocks, sized up
- use the ashenvale tileset.
Thank you for reading the tutorial. I hope it helped you
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