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[ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Lighting Problem
I don't think that you could have the lighting refresh during every halftime... that would cause serious problems on any server. I wouldn't have the mission randomize the bases during every halftime either, as that would leave the bases unlit, causing nearby .dts objects to disappear.
On the other hand, this code will delete any .dso file in your "scripts" folder. I'm sure you could change it to meet your needs.
Lighting files are .ml format. However, the game adds a random string of letters and numbers at the end of every filename. Example: Katabatic_471117b.ml
So i believe that this line:
for(%file = findFirstFile("*.dso"); %file !$= ""; %file = findNextFile("*.dso")) {
Would have to be changed to:
for(%file = findFirstFile("Yourmissionname_*" @ ".ml"); %file !$= ""; %file = findNextFile("Yourmissionname_*" @ ".ml")) {
I'm not sure if my coding is absolutely correct. Someone check me on that.
One more thing: this function will only be called when you exit Tribes 2. You may want to change:
function quit() {
To something like:
function Yourgametype::DeactivatePackages() {
(Or any other function more useful to you) So that when your mission is over, the lighting is deleted in case the map shows up again in the map rotation.
In that case, you would also have to change:
return parent::quit();
The only way would be to move the interiors after the mission is lit, which will of course leave shadows on the terrain where the objects were originally.
There will always be multiple lighting files because you are basically creating a new map as far as the engine is concerned. Plus this is all clientside, server could care less. There is a client prefs setting to not cache lighting files. They are created and then deleted after use.
If you place the interiors under the terrain, or very very high up (my suggestion) to be moved after lighting. When a player joins it will light, but every join after that it will use the same .ml file.
The key is moving them after the lighting is completed.