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//Lights===============================================================================
string lightPath;
string lightName;
string lightGroupName;
if(Whr_IsLight() == 0)
{
lightPath = "models.day.lights";
}else{
lightPath = "models.night.lights";
}
if(CheckAttribute(loc, lightPath) != 0)
{
makearef(st, loc.(lightPath));
num = GetAttributesNum(st);
//traceif("numLights = " + num);
for(i = 0; i < num; i++)
{
at = GetAttributeN(st, i);
lightGroupName = GetAttributeName(at);
sat = lightPath + "." + lightGroupName;
lightName = loc.(sat);
sat = "locators." + lightGroupName;
if(CheckAttribute(loc, sat) != 0)
{
makearef(lit, loc.(sat));
lnum = GetAttributesNum(lit);
for(j = 0; j < lnum; j++)
{
lit1 = GetAttributeN(lit, j);
float litX = stf(lit1.x);
float litY = stf(lit1.y);
float litZ = stf(lit1.z);
//traceif(" AddLight: " + lightName + " (" + litX + ", " + litY + ", " + litZ);
SendMessage(loc, "lsfff", MSG_LOCATION_ADD_LIGHT, lightName, litX, litY, litZ);
if(lightName == "lamp")
{
SendMessage(loc, "lsfff", MSG_LOCATION_EX_MSG, "AddFlys", litX, litY, litZ);
}
}
}
}
}
//Particles============================================================================
CreateParticles(loc);
It's a locator thing for sure.EDIT: I'm beginning to think this has to do with locators. Have you noticed all CoAS-type ships have "100n" (n = 1, 2, 3, or 4 in most cases) locators in the positions of their lanterns...?
IF we can extract the locator coordinates, I reckon we could just use the "lights" locator type, yes.So am I right in saying that we'd need to invent a new locator group, or could we just use the 'lights' group that CoAS ships have?
How it does work, I do not know. However, it's not a particle effect and that's all I know how to generate.And how does the glow effect work, if it won't work with ships? :wacko:
I'm leaving later tomorrow, but might try to compile a Patch 5 just before I leave to give you something to work from the coming months.