
else if (caster.CheckIfSeen())
else if (caster && caster.CheckSightOrRange(512))
AFADoomer wrote:This line...
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else if (caster.CheckIfSeen())
...causes an effect where if the centerline of a monster is out of the player's sight, but a portion of the body and/or the shadow is still in view, the shadow will freeze in the current location (despite the monster still moving) until the centerline of the monster is back in view. Maybe use CheckSightOrRange instead, so that the shadow always draws within a certain distance of the player?
EDIT: OK, that was with 1.7a, but 1.8 has the same issue...
EDIT2: I've changed the check towith no issues - you could probably reuse the cvShadowDistance CVar here instead of 512.
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else if (caster && caster.CheckSightOrRange(512))
m8f wrote:I wonder if there is any sane way to make shadows not be visible from below. Right now this is my only nitpick for this mod.
Yes, it does.Nash wrote:Let me know if what I added in v1.85 solves this issue.
Pompous Seed wrote:Just noticed that all it takes for shadows to spawn is for an actor to have the +ISMONSTER flag. Some mods make use of this to achieve certain effects, so it might be worth adding other conditions that must be met before the shadows are spawned to avoid conflict with other mods. A flag like "+COUNTKILL" should do the trick.
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