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Can someone enlighten me on map lighting triggers
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue May 19, 2020 10:00 am    Post subject:  Can someone enlighten me on map lighting triggers Reply with quote  Mark this post and the followings unread

I'm trying to make a storm that temporarily dims the map until a rain storm sound is finished playing, but while the audio portion is just fine, the set ambient lighting step/rate/level clearly aren't, nothing happens to lighting.

Now I've looked at ModEnc and some other stormy script that crashes the game, and the values don't make sense. ModEnc is unclear about ranges, I see ridiculously large numbers on the map, and FA2 asks for a float which suggests the same range as the [Lighting] section uses...

Is anyone familiar with values that work, like a known good starting point for the trigger actions? Or maybe you'd like to share a working demo map?

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Joined: 28 May 2013

PostPosted: Tue May 19, 2020 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread


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G-E
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Joined: 09 Feb 2015

PostPosted: Tue May 19, 2020 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool, so the AmbientCalc is for the destination ambient level, but what about the step and rate, what are good starting values or what range is good?

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PostPosted: Tue May 19, 2020 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Spare few minutes to read that post or the whole thread. AmbientChangeRate and AmbientChangeStep in rules give default decimal values. Map actions of 71 and 72 are for step and rate which can be computed with the little tool I shared from decimal values. Map action 73 is used to set the needed ambient level which will be reached with gradual change in lighting from the current level.

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue May 19, 2020 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I have, perhaps I'm not clear on this...

The hex2int2float conversion is used for all the actions?

Also what would be a fast vs slow rate starting value?

The below values don't work... (step* is converted from .006 and the ambients are .68 and .96)



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PostPosted: Tue May 19, 2020 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

No, the coversion is for map actions 71 and 72 only (start with default decimal of .2 rate and .1/.2 step and convert it to number). Action 73 uses values in range 0-100. Your images show 2 of the same action 73.

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G-E
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PostPosted: Tue May 19, 2020 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

See now we're getting clarity, that other thread is vague on this point. I'll try 68 and 96 as values as I assume it's percentage them.

The two images for 73 are different triggers, you can see the names.

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G-E
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PostPosted: Tue May 19, 2020 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Baleeted!*

Ok sooo I think I have this sorted out. Steps have to be multiples of 0.1 to work it seems, and I was making the mistake of the rate having to be large. The time between steps has to be short and the target ambient value has to be a small drop too, I recorded a video showing a 0.16 (1042536202) rate going to 65% ambient and back to 100%. It isn't great, I'd prefer smaller steps, but it's a working starting point for weather.

So rule of thumb: start with a 0.1 value for step and rate alike (1036831949), and keep the ambient drop to a nominal 20-30% max.




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