test game will not work, even if i make the folder, build the project, just wont work.
Simple way to create an old-school First Person Shooter! · By
Sorry! I use a translation program, and unfortunately it doesn't translate as it should!So, I thought I'd let the developer know in case he doesn't know about this...If you know about it, fix it, if not, send me a Private Message and I'll explain it to him, but not here! If I write the solution here now, it could ruin his "business".
Got something in the scripting changed?
I used a simple script in my Hub Level, to teleport the Player to different points on the map.
It allways worked, but after converting the maps it just crashes the game.
Script:
if $global.value == 1 {
player teleport 4 22
}
if $global.value == 2 {
player teleport 19 4
player rotation 0 180
}
map return
You can find most of it in the EFPS wiki
https://ragnarrandom.com/uefpsew/index.php/Old_Manual_Scripting
So again, has anyone else problems with the Teleport command?
I tried different maps, scripts, even started a new project but everytime i get the same results.
Player steps on Trigger, game freezes.
The Script again:
player teleport 22 14 1
map return
The map is empty beside of the floor, the trigger and the Spawnpoint.
The last Version has the best options to make your game look good (more options for custom modifiers, lights and entities on different floors). But Triggers don´t work right.
The Version before works the best, most things work as intended but you don´t have the better custom modifiers and all entities work on just one 2D plane (floor 1).
Hello, guys, help me please!
I'm having a problem displaying weapons! Sorry in advance for my English, I don't speak it very well. Problem: I set all the weapon sprites, animations and when I go to calibrate the X, Y and Scale axes, the weapon hands just don't show up. I'm attaching screenshots below, thank you all for your help in advance!
what is the size of your weapon?
i do this method to simplify my weapon sprite creation:
i make all my weapon sprites 320x180 and place the weapon in that sprite as i want it to appear on the screen
this makes it fit exactly as i want it to at scale 1, and i dont really need to fiddle with the position. setting the y position to about 30 to 50 compensates for the weapon bobbing. it also makes it easier to align my weapon animation frames cuz the images i am making represent exactly what is on the screen.
if your weapon sprites are huge, then at scale 1 they are just too big for you to see them without adjusting the scale to 0.1 or some such. just play with the scale if you are adamant about having large sprites for the weapons.
you are welcome
there is much with this engine that is learning tricks and such, and trial and error. the guy who made it has a fulltime job and documentation is an ongoing work in progress. i started a wiki to provide community documentation but there is not much there and its outdated, its all from the old version. just keep grinding, when you dont understand how or why something works, ask and if one of us knows we will try to help. and backup your project folder regularly, it can be easy to brick a project if you are not careful and learn how the engine works.
once you get to know the engine, it's actually pretty easy to un-brick tho
every project i have bricked has been because the engine was looking for files that didn't exist anymore because i screwed up, and you can "un-brick" that by editing dat files
but editing dat files is definetely not recommended
and i hear you on the weapon sprites not needing to have all the empty space. i just find it makes it much easier when actually making the weapon sprites, i can just add layers in paint.net and onion skin, knowing what its gonna look like on the screen, and i don't have to scale it in the editor cuz it already sits where i want it to sit. i imagine it wastes some memory, but i have never noticed any impact and its become a standard part of my workflow
Guys, hello again! I do not know where to turn, but I would like to ask you again for help! How to wrap text to the next line in VN mode? I don't understand how exactly the "string" variable is supposed to work. For example: I need to display the following text in a textbox: Joe: Hello! I see you! But I only get this: Joe: Hello! I see you! Can you post your example please? My code: vn 1 text "Joe:Hello! I see you!" 255 153 51 map return
Really not sure if these have been mentioned before or not, if they did then I apologize, but these are detractors I found while using the engine:
-The ammunition you have on you when you die stays in your inventory when you respawn; if you pick up a pistol with 10 bullets, then die with it, when you respawn and pick it up again you will have 20 bullets
-Enemies can occasionally chase you in their hurt state, this happens by default even when creating them with the in-engine editor. The basic FSM for enemies from the manual is even worse, enemies just keep walking around with idle, attack, and hurt frames instead of properly reacting. I managed to sort of fix the hurt movement by making them default to idle rather than chase upon getting shot, but the rest are still a mystery to me. I understand the states are adjustable and with some work, this could be fixable by the user, but still, tighter, closer to default in-engine behavior from the get-go would be preferable for editing.
I really hope to see these issues resolved, I love this engine so far and these minor issues are the only negatives I can even think of.
the text game button does not work the only way I was able to play my game was to build it and then open the exe
I have encountered many MANY other bugs in the last few hours of play unfortunately i was not keeping track
2 others seemed to be resizing the weapon sprite would make the editor crash and and changing the weapon fire sprite would also make the editor to crash
There are many reasons why your game can't be played in test mode.
Most probably - you have windows defender restricting it from launching an EXE from the editor. You can actually just use a bat file (or create a shortcut) and put "-file YOURPROJECTNAME" as argument to launch your project. The exe should already be in the "projects" folder. If there is none - that is the reason for being unable to test your game.
Ok so how do I add my textures so they go in the game? I add a new texture and it won't show up also when I load the game I saved it crashes and won't let me play. Obviously because those textures aren't in the game? I was told to put them in the menu file? And which menu file do I put them in, the project file I created and saved?
this is a known issue.
try using custom modifiers and place them on the transparent textures.
i managed to get a transparent textured fence to work using modifiers
also: mad props to you for using my hand in your test game. it is a hand that i am very fond of, it has been been my.... right hand man..... for 38 years now. gotta hand it to ya.
Hey! Loving the editor so far. Got two quick questions:
1. When going to the next level, the player keeps whatever weapons they've acquired, but the ammo doesn't carry over. They only have one stack of ammo. Happens in-editor and in the build. Not sure if that's a bug or just a limitation (I'm currently using Free).
2. Planning on buying the Pro version, and was curious if I could import projects over (by copying the project folder), or if I will have to rebuild.
Thanks!
I've figured out the problem! Though I don't know how to solve it. It only happens when you set the weapon's magazine to 0 (to remove reloading). When you have reloading enabled, it starts your gun fully reloaded on the next level and keeps the correct total ammo. My guess is that when reloading is disabled, the total ammo and magazine ammo are read as the same thing by the engine, and sets your "magazine" to one stack, overwriting your total ammo.
Can't get Splashscreens to work. I followed the manual's directions and put "Authors1.png" in the Titles folder, but it doesn't play in the Editor or in the Build. Building without packing shows that it doesn't even copy the "Authors1.png" file to the build's Titles folder (the cutscenes are there).
Hey! I have been testing around with easy fps editor the last couple of days and learning the ropes. I really like it .
However yesterday when testing my game I tried just for the fun of it to go into settings and change the game to fullscreen.
Ever since nothing happens when I try to run my game. No crashes or anything , nothing just happens.
It worked just fine before I ran it in fullscreen. Is there a way to turn the game back to window mode without having to start the game and change it in the settings?
Thanks! <3
Hello again! I have ran into a new problem.
I need help with scaling the sprites for the weapons. I have no problem changing where the sprite should be on the screen with the X and Y position.
However when changing the scale of the sprite/gun I can only get it to be super tiny by having the scale on something brutal like 0.00999. I dont seem to able to
get it any bigger than that before it dissapears from the screen for being too big I pressume?
I have tried putting it in munus. But the software seems to crash as well if I try to put the scale in minus . Like for example ¨ -50¨ or such.
Any help/ recommendation on scale or what to do?
Thanks!
your weapon image much be huge
and no, you cant scale to a negative value
try manually changing the scale of you weapon sprites in an image editor, this should make it easier to reposition and scale in the editor.
a huge weapon sprite serves no real purpose, it would be scaled down in the editor anyways and is just a waste of space and memory to load.
this is my method for creating weapon sprites easily:
make a 320x180 image canvas and place your weapon sprite in the canvas where you want it to be on screen, then offset the y axis in the editor to compensate for weapon bobbing
I think they were simply too big, I made them smaller and it worked now! Thank you!
Now my question is, in the weapon design list. Is it possible to make the gun shoot more than one bullet at a time? Think like an ordinary fps shotgun.
I know I have played at least one easy fps editor game where they had a proper shotgun so I know its possible.
Thanks!
Hello, dear forum users!
Yesterday, during a test run, my computer turned off and today, I wanted to go into the project and finalize the map, but instead of launching, I got an error. Has anyone experienced this or know how to solve it? I don’t want to lose the whole project, but I didn’t make a backup.
Here is the error itself:
Source: mscorlib
Reason: Input string was not in a correct format.
Stack trace: at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
at EasyFPSEditor15.Editor.OpenProject()
at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
can't open a project, this is the log, what can i do?
Source: System.Drawing
Reason: Out of memory.
Stack trace: at System.Drawing.Bitmap..ctor(String filename)
at EasyFPSEditor15.ResourceTexture.Load(String path)
at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
at EasyFPSEditor15.Editor.OpenProject()
at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
This is what's confusing. I checked my textures and everything was a couple hundred kb (whole textures folder was 40mb). Made a new one recently where the entire textures and assets were around 6mb total and got the same problem. Keeps happening and being temperamental and once it happens the project simply won't open ever again.
Always get this message: something went horribly wrong and an unhandled exception has been caught. The editor will close now. Log was saved to error.log.
Hi, I would like to report a visual bug. After loading a game save, lights on the floor seems to not look as smooth as after clicking the new game. I was testing many lught points beside eachother and the effect was amazing but only if you starting a new game, because if you gonna save a game, close it or going back to main menu, and then if you gonna load the game, smoothly blended lights are being separated from eachother in the edges of every single floor.
Anyway great and inpressive work, I'm gonna make few games using Easy FPS Editor
Ok so i've got my project in the easyfps root projects files and its all one word... whenever I try to test my first and only level that is just a small room the screen is black and shows the 100 health bar, nothing else shows up. I saw a previous post with the same screenshot of what I am seeing but it didn't seem like anything was resolved. What is the fix for this? maybe 3 months ago when I first used this app the test feature worked totally fine.
This engine is a pain to use (and im also getting experienced with rpg maker vxa as well since around 2019 and need something to train me so i can get used to 3d graphics)
right now im trying to make a boomer shooter (something i always wanted to do alongside making an undertale style game since i was a teen especially with things like cod and homestuck being popular when i was a teen which i cringed at and missed the old days of games like cave story and shooters like quake, doom, unreal tournament, duke nukem and jedi knight/jedi academy)
but heres the thing with this engine
when i try to load my game, it locks up on the loading screen then it crashes
and even when i get into a game the textures are all screwed up, some of them work but not all of them (i use 32x32 textures like in my rpg maker game with a sega blue skybox that i made)
but even with the skybox the skybox replaces all the textures and its hard to play
and when i disable the skybox it just shows a black screen
but after a couple of minutes or so of screwing around with the game, the game starts crashing, like i said it locks up on the loading screen and then it crashes
then when i try to load my project from what was autosaved, the engine gives me an error saying "something went horribly wrong and an unhandled exception has been caught the editor will close now log was saved to error.log" and then the entire engine crashes
here is the error.log file that was generated when i tried to load the project
Source: System.Drawing
Reason: Parameter is not valid.
Stack trace: at System.Drawing.Bitmap..ctor(String filename)
at EasyFPSEditor15.ResourceTexture.Load(String path)
at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
at EasyFPSEditor15.Editor.OpenProject()
at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
and heres what it said before the game started crashing
[Loading game info]
Game info was loaded successfully
[Loading animated textures]
Done!
[Loading textures]
Loading texture "Floor (FPS)1.png"...Done!
Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Wall 1"...Loading texture "Wall 2"...Loading texture "Wall 3"...Loading texture "Floor (FPS)1.png"...Done!
Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Wall 1"...Loading texture "Wall 2"...Loading texture "Wall 3"...[Loading enemies]
[Loading weapons]
Weapon "Colt 45" was loaded successfully
[Loading maps info]
Loading map info for map "Test Map.eem"...
Done!
[Loading hp info]
HP 1 sprite was loaded successfully
HP 2 sprite was loaded successfully
HP 3 sprite was loaded successfully
HP 4 sprite was loaded successfully
HP info was loaded successfully
[Loading decorations]
[Loading models info]
Loading model ""...
[Loading HUD settings]
HUD settings were loaded successfully
[Loading custom tiles]
Loading tile "ColumnBig"...
Done!
Loading tile "ColumnSmall"...
Done!
Loading tile "ColumnBig"...
Done!
Loading tile "ColumnSmall"...
Done!
Global game resources were loaded successfully
[Loading scripts]
it stops on scripts and then it crashes
anyone wanna help
ok sorry if im late but
the project is located in
C:\Easy FPS Editor\Projects
the games exe is saved to the root of that folder
while the actual games files are saved in
C:\Easy FPS Editor\Projects\MyGameHere
(MyGameHere being an example folder for where the game is located)
when i create my maps and add weapons it starts up fine but the textures are kinda screwed up some of them work but some of them dont and its very buggy (and sometimes the graphics screw up)
then the game starts crashing when i try to load the map forcing me to make save the game and try again
then even after saving the game i cant load the games files because there corrupt and it exits out of the engine (showing the error i showed you a few days ago from the log) forcing me to have to start over
this game is in its earliest stages of development because of that and i tried everything i tried resizing the textures to 130x130 i tried saving the game, i tried using compatibility mode for windows 7 i nearly tried it all
Hello, I had an error that when I tried to try the game nothing appeared, but a comment solved it for me. Now I have another problem, when I try to open the project it appears that an error has occurred or it simply tells me that it is the wrong folder. Another problem is that when I try to put the walls on my map, some of them look like a black circle. for don't call them "Lost Textures", I want a solution.
currently using windows 10 updated could that play a part ..working will start perfectly then moment i save it will work but after sometime gets corrupt same thing when i updated a custom modifier.So tried backing up the project then trying to reopen it still also ended up corrupt. noticed others are able to make games without this issue.will appreciate the pointers may what i need to counter check or the folder need to be place in a specific part on the pc eg programs or drive c
Source: System.Drawing
Reason: Parameter is not valid.
Stack trace: at System.Drawing.Bitmap..ctor(String filename)
at EasyFPSEditor15.ResourceTexture.Load(String path)
at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
at EasyFPSEditor15.Editor.OpenProject()
at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Sorry to waste your time, if there anybody could tell me how to get some text appear when player moving on a special floor?
I tried to use script and trigger but the text just appear again and again, so I gave up. I would appreciate it if you can give me a solution.
(by the way, I am not a English speaker, so I am sorry if there are something wrong with my express)
I don't know if you're referring to this but I'll send it anyway.
Source: System.Drawing
Reason: El parámetro no es válido.
Stack trace: en System.Drawing.Bitmap..ctor(String filename)
en EasyFPSEditor15.ResourceTexture.Load(String path)
en EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
en EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
en EasyFPSEditor15.Editor.OpenProject()
en EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
en System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
en System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
en System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
en System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
en System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
en System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
en System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
en System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
en System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
en System.Windows.Forms.Control.WndProc(Message& m)
en System.Windows.Forms.ScrollableControl.WndProc(Message& m)
en System.Windows.Forms.ToolStrip.WndProc(Message& m)
en System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
the error :
ource: System.Drawing
Reason: Parameter is not valid.
Stack trace: at System.Drawing.Bitmap..ctor(String filename)
at EasyFPSEditor15.ResourceTexture.Load(String path)
at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)
at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)
at EasyFPSEditor15.Editor.OpenProject()
at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I tried using the script:
vn 1
light create 5 20 0 256 255 0 0
there is this in the manual but it doesn't work
---------------------------------------------------------------------------------
light create [tileX] [tileY] [tileZ] [radius] [r] [g] [b] - creates a light source at tile coordinates (as shown in map editor) with your own preferences.
light move [tileX] [tileY] [tileZ] [offsetX] [offsetY] [offsetZ] - shifts any light source.
light status [on/off] [tileX] [tileY] [tileZ] - turns on/off any light source.
-------------------------------------------------------------------------------------
I also noticed that light move does not work, --- example: [offsetX] 1 to [offsetX] 2 (he makes almost no movement), but [offsetX] 64 (moves light about one block)
when I use it on the light that is on given on the map editor, it stops shining
light status off 3 20 0 (photo)
----------
but i tried to create a light and it doesn't do anything (I tried multiple options)
light create 5 20 0 256 255 0 0
light create 5 0 20 256 255 0 0
light create 5 1 20 256 255 0 0
light create 5 20 1 256 255 0 0