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Old 03-26-2009, 09:55 AM   #7
SilentThief
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Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Default Re: Simulation of darkness in dungeons

Quote:
Originally Posted by Uatu View Post
Hmm... Some of what you are saying is over my capability to understand What is autodarken? Does it work?
autodarken is a built-in level setting (a checkbox that defaults to not-selected) that has the effect of darkening the 3d view for a selectable time. You find it in the area of the setting the time to display-alternate-background-for-night area when you select the properties of the level or the properties of zones (I forget as I'm not on my computer at this time, but using a library computer)

Quote:
Originally Posted by Dinonykos View Post
Well, I am also not sure if I understood completely.
Let's see: The level is generally bright, but dark form 23:00 to 0:00. And while running around in the level, if the torch is extinguished (after a certain amount of hours), you "time travel" to the interval from 23:00 to 0:00? Is that the principle?
yeah, that is how it SHOULD work (I haven't tested it out). You'd want to make it so that the "normal" passage of time doesn't turn your dungeon dark. Instead of using a pass time event, you would have to set the time using scripts (this way it would just set the time to the desired value instead of possibly advancing a day forward. The quest is used to maintain the actual time, and would have to adjust the date if necessary.

Hmm, dealing with the actual passage of time doesn't sound as easy as I first thought tho. You'd prolly need a quest for the time, and another to include the number of days.

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Last edited by SilentThief; 03-26-2009 at 10:01 AM.
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