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Make torches glow at max glow level and slowly burn out until they fade to the normal light level they have always emitted, please.
Might be doable, hopefully without risking the sticky client side effect getting even stickier. (Though I could hack at that while I was in there). Would be very low priority though - torches get defunct right quick.Make torches glow at max glow level and slowly burn out until they fade to the normal light level they have always emitted, please.
It's supposed to be there as a free starter item to, at best, substitute for low level glow. Could put in a stronger one for enough gold elsewhere - be complicated to prevent stacking and the resulting dyn light lag though.While at it, make felewyn light worthwhile the item count.
An unlit torch NPC with no AI, that lit when a player holding a torch came near (or was struck by fire damage), would be doable, possibly with submodels to choose from (might need to make a new entity for it to show up in Hammer for ease of placement). Maybe make it fire a map trigger, so the mapper could determine the exact light emitted by the thing (optionally, as that would eat additional thinking entities, if they used a "torch like" pulsing/flickering light - give an option to set color/radius/model in the addparams I guess).torch suggestion could actually be a good idea if such thing was implemented as a game mechanic in a map
Can't F Light just scale based on SC?It's supposed to be there as a free starter item to, at best, substitute for low level glow. Could put in a stronger one for enough gold elsewhere - be complicated to prevent stacking and the resulting dyn light lag though.
...and then I was like: YMake torches glow at max glow level and slowly burn out
...and then I was like: Nuntil they fade to the normal light level they have always emitted
That'd be the sorta crippling "realism" I don't like to add, outside of a survival game. Though, if you wanna be really realistic, any halfway decent torch is going to stay lit longer than you're apt to be playing at a go.They burn forever. So much for realism.
I wouldn't add anything on it. considering that it is already conflicting with casting glow. The glow tome is also purchasable from the very beginning so I don't see how "potentially" finding an item later on, should reward a super early easily accessible item.Could give it a little extra something - like, maybe 5% undead/demon damage resist? Or maybe just make it sell, once, for a bundle, or trade for a glow tome.
If there is a way to disable glow on maps. Mappers could hand out a different "Torch Item" that doesn't last forever. Would promote one handed weaponry + team coordination. Not sure if any mapper would be interested in that though.That'd be the sorta crippling "realism" I don't like to add, outside of a survival game. Though, if you wanna be really realistic, any halfway decent torch is going to stay lit longer than you're apt to be playing at a go.
Could make a variant of the darkness effect that allows torches to work, but for a shorter time, but, come to think of it... I don't think the current effect does block torches. By the time yer high enough level to hit the first of those, you aren't hauling torches around anymore.If there is a way to disable glow on maps. Mappers could hand out a different "Torch Item" that doesn't last forever. Would promote one handed weaponry + team coordination. Not sure if any mapper would be interested in that though.
Doesn't currently conflict with casting glow - they are on separate systems, so it just gives a perpetual minimum light. If we made it SC based, it'd inherit the glow spell's properties, making it less useful if your SC is <5 or so (and again, harder to turn off, as well as on, as we'd also have to add an activator to make it work that way).I wouldn't add anything on it. considering that it is already conflicting with casting glow. The glow tome is also purchasable from the very beginning so I don't see how "potentially" finding an item later on, should reward a super early easily accessible item.