Nuke resets to [Lighting] values despite trigger/action changes
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Confirmed
|
Undecided
|
Unassigned |
Bug Description
I've noticed in MO3.0 and my own mod that the Nuke SW, after the flash, resets the light back to the original [Lighting] values of the map rather than to the previous values. This means any changes made using the trigger actions Set Ambient Light etc are essentially useless if a Nuke is then fired afterwards.
Here is my Nuke code.
; Nuke Silo Superweapon
[NukeSpecial]
UIName=NOSTR:Nuke Attack
Name=Nuke Attack
IsPowered=true
RechargeTime=12
Type=MultiMissile
SidebarImage=
Action=Nuke
WeaponType=
ShowTimer=yes
DisableableFrom
AIDefendAgainst=yes
Range=7
SW.FireIntoShro
SW.ActivationSo
SW.AITargeting=Nuke
EVA.Impatient=
Nuke.Payload=
Nuke.TakeOff=NUKETO
Nuke.PsiWarning
Nuke.SiloLaunch=yes
Light.Ambient=200
Light.Red=175
Light.Green=150
Light.Blue=125
I tested on a map which features a day and night cycle. Firing the nuke during the "night" portion obviously reverts it back to full brightness and seems a bit silly! I tried WITHOUT the Lighting.X tags and it had the same effect and also tried those tags on the Weather Storm but DIDN'T notice the same issue, so it seems only to affect the Nuke (Dominator untested atm though).
Also note this is in v03 13.19.1183 and 0.2p2.