Ech Posted March 9, 2016 Share Posted March 9, 2016 So I've been working on my mod: http://steamcommunity.com/sharedfiles/filedetails/?id=600703996 And I've ran into a problem that I'm not sure how to fix, or if it's on Klei's end. Basically the character's "aura sphere" item gives off a small amount of light when equipped, but when you add caves to a server the light no longer shows up. Charlie doesn't attack and I don't have darkness sanity loss, as if I'm in the light, but I can't see or interact with anything. It's worth noting it all works fine when caves are not enabled. Reproducing the problem: Start a server with caves. Then equip aura sphere, it gives off no light. My coding knowledge is pretty abysmal so I'm not sure if I just need to change something for caves. Just curious if anyone knows a work around or if it's just something I need to wait to get fixed. Link to comment Share on other sites More sharing options...
Neu7ral Posted March 9, 2016 Share Posted March 9, 2016 (edited) I remember my friend Ren had problems with that, remember, This happens because all lights has his separated fire prefab, the most basic example it's the Morning Star, that weapon has 2 prefabs, the first it's the item, and the another one it's the light prefab of that weapon. If you don't use that the item will show for you, but not for the other people still it has his properties of protect you from charlie. The yellow amulet has that bug, I already reported, but Klei didn't fixed ;_; Well then, about the aura sphere, when you equip it, instead of this inst.Light:Enable(true) inst.Light:SetIntensity(.75) inst.Light:SetColour(0/255, 150/255, 255/255) inst.Light:SetFalloff(1) inst.Light:SetRadius(1) You can put this. inst.fire = SpawnPrefab("auraspherelight") local follower = inst.fire.entity:AddFollower() follower:FollowSymbol(owner.GUID, "swap_object", 0, -110, 1) --This one I don't know how to explain, and when you unequip, instead of this inst.Light:Enable(false) You can put this. inst.fire:Remove() inst.fire = nil This spawns and light called, by your desicion, I named auraspherelight local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddLight() inst.entity:AddNetwork() inst.Light:SetIntensity(.75) inst.Light:SetColour(0/255, 150/255, 255/255) inst.Light:SetFalloff(1) inst.Light:SetRadius(1) inst.Light:Enable(true) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst.persists = false return inst end return Prefab("auraspherelight", fn, nil, prefabs) Sorry, I don't know how to put this in the code form D: Edited March 9, 2016 by Neutral_Steve Link to comment Share on other sites More sharing options...
Ech Posted March 9, 2016 Author Share Posted March 9, 2016 (edited) Thanks for the reply I'll definitely give this a shot. Edit: Man I feel dumb, I could have figured this out so easily if I just looked at the morning star, thanks for the help though, it works. Edited March 9, 2016 by Ech Link to comment Share on other sites More sharing options...
Neu7ral Posted March 9, 2016 Share Posted March 9, 2016 1 hour ago, Ech said: Thanks for the reply I'll definitely give this a shot. I'm back, did worked? Link to comment Share on other sites More sharing options...
Ech Posted March 9, 2016 Author Share Posted March 9, 2016 (edited) Ya it works, thanks a ton for help. I'll be patching it into the workshop version soon. Edited March 9, 2016 by Ech Link to comment Share on other sites More sharing options...
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