We have hidden traps on the server, and they are great, but it would be good to have something to give a hint of where they are. I figured a light (circle150) would be a good idea, forcing players to lower their light level (and turn off alternative lights) in dungeons to see them, making the experience moodier.
that being said, i've set the traps to an "invisible" itemID, and set the following for them:
Movable = false;
Visible = true;
Light = LightType.Circle150;
this works fine, no one can see them (since the item ID is transparent). BUT, people can see them just by holding ctrl-shift in the classicuo client. Doing this makes ALL The traps visible and pop up on the player's screen.
When the traps are visible = false, the light does not show on the player's screens.
I've tried to be creative with the traps with things like
LootType = LootType.Blessed;
Layer = Layer.Talisman;
but nothing works.
my question: can a visible = false; item be coded such that it emits a light?
that being said, i've set the traps to an "invisible" itemID, and set the following for them:
Movable = false;
Visible = true;
Light = LightType.Circle150;
this works fine, no one can see them (since the item ID is transparent). BUT, people can see them just by holding ctrl-shift in the classicuo client. Doing this makes ALL The traps visible and pop up on the player's screen.
When the traps are visible = false, the light does not show on the player's screens.
I've tried to be creative with the traps with things like
LootType = LootType.Blessed;
Layer = Layer.Talisman;
but nothing works.
my question: can a visible = false; item be coded such that it emits a light?