Jump to content

Ragolution

Members
  • Content Count

    11
  • Joined

  • Last visited

Everything posted by Ragolution

  1. • Type of Bug: Commands/Engine • Description: When using the .distance command, it does not measure the first 2.34 distance units and instead reads as 0.00. Additional distance disregards this additional space. • Evidence (Chat message/Screenshot): See image. Distance interprets this distance as '0 yards'. • Steps to reproduce: 1. Place an NPC 2. Get close enough for a hug 3. Move away about 2 yards 4. .distance 5. "0.0000" • Expected result: Distance should show the distance from the center of the model. It currently does not even show distance from the edge of the model. • Observed result: Distance offset by an arbitrary value. • Reproduction rate: 100% • Additional information: I liek piza.
  2. For mass replace commands, it would be exceptionally handy to be able to supply multiple IDs to replace the target with, then assign a weight to each value, essentially replacing a % of the target object with X, another % of Y and yet another % of Z. This would allow players to put certain objects as uniform placeholders then replace them with more randomness.
  3. There's been a number of instances where I've been remiss that m2s don't block light sources, while wmos do. It would really be nice to have a 'wmo light blocker tile' that could be placed to 'define' a room as a border and keep its lighting isolated from the environment around it.
  4. While a number of its use cases are niche, I've had a few cases where having a 'minimum' distance for object visibility might be preferable, especially in gobject-heavy phases where culling visible objects is a high on my objective list to help players with limited gameplay hardware. Execution of the command would be simple; .gob set vis <max> <min> In short, an object would be forced to have a max vis, no matter what, not dissimilar to how it is, now, but would also be able to be assigned a minimum visibility range where it begins to vanish when you become too close to it. This would be best used in conjunction with non-colliding objects to occlude areas that are culled due to distance. Example: Imagine a very large hallway made primarily of tile objects, and the far side of the hallway is just within visibility range (80 units), but the hallway, also made of tile objects, is at the opposite side and shows a massive hole, since it features objects that area further away. Contrarily, it could be used for neat little maze things, adding hidden walls in a Dark Souls style and a few other niche ideas. I'm not aware how technically possible this is, since I casually suggested it to Raz, once, but I'm back on my soapbox.
  5. After further testing, there's a number of weird errors with this command. TL;DR • Setting 90% transparency applies 0% transparency. (As mentioned in thread OP) • Setting saturation below 20% applies 100% saturation and 20% transparency. • Setting 10% saturation and 80% transparency to attempt to create 90% transparency results in 100% saturation, 0% transparency. ( I thought I was clever. )
  6. I would greatly appreciate it if .phase Dm had some kind of invis detection. THank you for your time.
  7. As title; When tinting an object, its transparency seemingly doesn't properly adjust when set to 90%. It functions completely normally at 80% and lower values, as well as 100%, but 90% makes the object completely opaque.
  8. The ability to exclude terms when using Lookup would be very nice. Example: .lookup item hood -black .lookup object stormwind -tile Or however you want to prefix it.
×