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
enabledpanes
Managed pane fields
| Field | Meaning |
|---|---|
| id | Stable lower-case glass pane id. |
| map | Map key or *. Current production docs should use RP Downtown keys only. |
| enabled | Whether the pane spawns. |
| breakable | true for Lithera RP breakable glass, false for static glass. |
| center | Center world position in x y z format. |
| rightAxis | Horizontal pane axis. The Toolgun writes this automatically. |
| normalAxis | Pane normal axis. The Toolgun writes this automatically. |
| width | Pane width in world units. |
| height | Pane height in world units. |
| thickness | Collision depth and shard thickness reference. |
| materialPath | Glass material, usually materials/glass/glass_a.vmat. |
| autoRepair | Breakable panes repair themselves when enabled. |
| repairDelay | Seconds before auto-repair. |
Admin workflow
- Give the operator
map.glass.manageor*. - Equip the Toolgun.
- Select Glass.
- Choose Breakable or static.
- Set thickness, material, and auto-repair options.
- Primary fire to set corner 1.
- Aim at the opposite corner and primary fire again to place and save.
- Secondary fire on runtime map glass to remove it from both the scene and
configs/map_glass.json. - Open
/config→ Map glass for review, duplication, bulk edits, or manual cleanup. - Save or run
litherarp.map_glass_reloadto 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.