Haru Posted December 21, 2014 Share Posted December 21, 2014 I can't find the lantern script file in DST please help Link to comment Share on other sites More sharing options...
rezecib Posted December 21, 2014 Share Posted December 21, 2014 @Haru, mininglantern.lua. But keep in mind it hasn't really been updated for DST yet, the light it produces isn't networked (only the host can see it). Link to comment Share on other sites More sharing options...
Sarcen Posted December 24, 2014 Share Posted December 24, 2014 (edited) @Haru, mininglantern.lua. But keep in mind it hasn't really been updated for DST yet, the light it produces isn't networked (only the host can see it). I think this is just a bug at the moment (I've played around with the lantern and noticed it so took a quick look in the code). And comparing it with say the torch, i noticed that they both just spawn a fire prefab. But in the laternfire one the Light component is initialized after if not TheWorld.ismastersim then return inst endand in the torchfire its initialized before that. And I assume that the mastersim means that its in control (aka the server\host), meaning it just never gets initialized at the client side. This could easily be resolved with a mod that just initializes it (assuming the mod runs on clients as well ofc) e.g.AddPostPrefabInit("lanternfire", function (inst) inst.Light:Enable(true) inst.Light:SetIntensity(.75) inst.Light:SetColour(197 / 255, 197 / 255, 50 / 255) inst.Light:SetFalloff(0.4) inst.Light:SetRadius(6)end) Edited December 24, 2014 by Sarcen Link to comment Share on other sites More sharing options...
rezecib Posted December 24, 2014 Share Posted December 24, 2014 @Sarcen, Well, they fixed it in the update on the 22nd. So no need to do that, now I don't think networking it was quite that simple, though. If you look at it now, it has an inst._light that is its own prefab (lanternlight). Link to comment Share on other sites More sharing options...
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