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Old 12-25-2006, 02:47 AM   #1 (permalink)
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Default Lightning Bug

I had this idea last night to make a lightning bug mobile, and here it is.

Compatible with 2.0. For 1.0 change aggressor to agressor.

Internal item count is fixed, thanks to Sotho Tal Ker for the fix.
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File Type: cs LightningBug.cs (2.8 KB, 122 views)

Last edited by Axle; 05-21-2007 at 08:43 PM.
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Old 12-25-2006, 09:27 AM   #2 (permalink)
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I'm confused, what's it do? Blink on and off?
If so, pretty cool.
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Old 12-25-2006, 09:02 PM   #3 (permalink)
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Quote:
Originally Posted by Killamus View Post
I'm confused, what's it do? Blink on and off?
If so, pretty cool.
That is correct.
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Old 12-26-2006, 12:23 PM   #4 (permalink)
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can you kill it and "pull it apart" (cut up/carve) and get a light that will last a couple of hours?
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Old 12-26-2006, 01:24 PM   #5 (permalink)
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can you kill it and "pull it apart" (cut up/carve) and get a light that will last a couple of hours?
No .
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Old 12-26-2006, 04:53 PM   #6 (permalink)
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that is a shame, that was the fun part as a kid making "night lights" for camping using them

still is a great script though
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Old 03-09-2007, 07:32 AM   #7 (permalink)
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I found a known issue with this... if your getting a high items count I am thinking it is coming from the lightsource from these bugs. Or maybe because it doesn't have a body so it is missing animation causing the lightsource to end up out at coords 0,0 of the tram/fel map... It can be a serious prob since I only had 5 bugs spawned and item count went from 400k to 900k in short time... For those that had fallen to this demise I suggest using internalitems command if you have that script and wipe the internal items which solved my major lightsource issue... be sure to remove the bug... LOL! I really love this bug! Great script other than the issue I had.
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Old 03-09-2007, 10:16 AM   #8 (permalink)
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this sounds great. I am definately going to use it!

Thanks

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Old 03-09-2007, 06:01 PM   #9 (permalink)
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Quote:
Originally Posted by XenoNeo View Post
I found a known issue with this... if your getting a high items count I am thinking it is coming from the lightsource from these bugs. Or maybe because it doesn't have a body so it is missing animation causing the lightsource to end up out at coords 0,0 of the tram/fel map... It can be a serious prob since I only had 5 bugs spawned and item count went from 400k to 900k in short time... For those that had fallen to this demise I suggest using internalitems command if you have that script and wipe the internal items which solved my major lightsource issue... be sure to remove the bug... LOL! I really love this bug! Great script other than the issue I had.
To fix this add
Code:
item.Delete();
after
Code:
lightningBug.RemoveItem(item);
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Old 03-09-2007, 06:30 PM   #10 (permalink)
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That seemed simple, I just never gave a look at the script... at that time I was just so overwhelmed by what may be causing the items flood and just removed it all together.. ty
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Old 03-09-2007, 06:44 PM   #11 (permalink)
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thanks for the fix....so it's safe to use with that in then??
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Old 03-09-2007, 08:36 PM   #12 (permalink)
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umm....when i add a lightning bug, it doesn't do anything

it tells me an object has been generated and that's it
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Old 03-10-2007, 02:24 AM   #13 (permalink)
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I think that is because of the wrong body number... at least for me it was wrong. I changed it to 244 runebeetle... 495 seems to be some armor...

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Old 05-21-2007, 08:50 PM   #14 (permalink)
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Quote:
Originally Posted by Liacs View Post
I think that is because of the wrong body number... at least for me it was wrong. I changed it to 244 runebeetle... 495 seems to be some armor...

Lia
I used the body value of 495 for realism, as the lightning bugs, AKA fireflies, aren't very big at all. If you change the body value to something that is targetable (and therefore killable), I suggest overriding the ondeath method to delete the associated timers and light source (with their respective null checks of course).
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