map_glass.json

Runtime map glass placed by admins in game. Panes can be breakable Lithera RP glass or static glass, sized between two picked corners.

High-level parts

  • enabled
  • panes

Managed pane fields

FieldMeaning
idStable lower-case glass pane id.
mapMap key or *. Current production docs should use RP Downtown keys only.
enabledWhether the pane spawns.
breakabletrue for Lithera RP breakable glass, false for static glass.
centerCenter world position in x y z format.
rightAxisHorizontal pane axis. The Toolgun writes this automatically.
normalAxisPane normal axis. The Toolgun writes this automatically.
widthPane width in world units.
heightPane height in world units.
thicknessCollision depth and shard thickness reference.
materialPathGlass material, usually materials/glass/glass_a.vmat.
autoRepairBreakable panes repair themselves when enabled.
repairDelaySeconds before auto-repair.

Admin workflow

  1. Give the operator map.glass.manage or *.
  2. Equip the Toolgun.
  3. Select Glass.
  4. Choose Breakable or static.
  5. Set thickness, material, and auto-repair options.
  6. Primary fire to set corner 1.
  7. Aim at the opposite corner and primary fire again to place and save.
  8. Secondary fire on runtime map glass to remove it from both the scene and configs/map_glass.json.
  9. Open /configMap glass for review, duplication, bulk edits, or manual cleanup.
  10. Save or run litherarp.map_glass_reload to rebuild runtime glass.
QA collision and combat traces

Runtime glass changes collision and combat traces. QA spawn routes, labels behind glass, bullets, lockpick reach, and NPC access after adding or resizing panes.

Reload

litherarp.map_glass_reload rebuilds runtime glass after a manual edit. litherarp.map_glass_reset overwrites the Data copy with shipped defaults.