by justin024 » Fri Apr 29, 2005 3:14 pm
Here is the idea, there is a big room with smaller sectors that light up depending on whether they are occupied. When a monster dies, the sector stays lit. It is also possible to light up a sector yourself and not have it dimmed again which goes beyond 'actor leaves sector' working with monsters. This is why I requested a get actor's sector function. Changing the thing itself isn't the best solution to my problem. I suppose that I could have that monster teleport to another sector, because using thing_remove doesn't trigger 'actor leaves sector' either. An 'actor dies' thing would help, but not as much as just getting the actor's current sector.
Edit: I did find a really roundabout way of making it work which involved making the monster tids lower than the player tids, keeping track of lower and upper tids, and lowering the light level only if the monster was in a different sector.
Here is the idea, there is a big room with smaller sectors that light up depending on whether they are occupied. When a monster dies, the sector stays lit. It is also possible to light up a sector yourself and not have it dimmed again which goes beyond 'actor leaves sector' working with monsters. This is why I requested a get actor's sector function. Changing the thing itself isn't the best solution to my problem. I suppose that I could have that monster teleport to another sector, because using thing_remove doesn't trigger 'actor leaves sector' either. An 'actor dies' thing would help, but not as much as just getting the actor's current sector.
Edit: I did find a really roundabout way of making it work which involved making the monster tids lower than the player tids, keeping track of lower and upper tids, and lowering the light level only if the monster was in a different sector.