Call of Duty 5: Primary Light Switch: Difference between revisions
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Create a new script called '''_lights.gsc''' in ''/raw/maps/mp/'' | Create a new script called '''_lights.gsc''' in ''/raw/maps/mp/'' | ||
< | <syntaxhighlight> | ||
main() | main() | ||
{ | { | ||
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spotlight_hide waittill ("movedone"); | spotlight_hide waittill ("movedone"); | ||
} | } | ||
}</ | } | ||
</syntaxhighlight> | |||
In your Map GSC file (/raw/maps/mp/mp_yourmap.gsc) add this after ''maps\mp\_load::main()''; | In your Map GSC file (/raw/maps/mp/mp_yourmap.gsc) add this after ''maps\mp\_load::main()''; |
Latest revision as of 15:15, 16 December 2010
This tutorial explains how to create a switcheable Primary Light in COD:WW
The technique used below is to move a ShadowCaster Brush over the actual Light Entity.
Create a new script called _lights.gsc in /raw/maps/mp/
main()
{
precacheModel("lights_hanging_worklight_off"); // precache selected model
thread switch_start();
}
switch_start()
{
spotlight = getentarray( "switch", "targetname" ); // get triggers
if ( isdefined(spotlight) )
for ( i = 0 ; i < spotlight.size ; i++ )
spotlight[i] thread lights_off();
}
lights_off()
{
while (1)
{
speed = .01; // speed for moving on Z axis
height = -36; // high in units to move on Z axis
spotlight_hide = getent("spotlight_hide", "targetname"); // get script_brushmodel(s) in level
spotlight_model = getent( "spotlight_model", "targetname" ); // get xmodel _on
self waittill("trigger");
spotlight_hide movez (height, speed); // Move script_brushmodel(s) on Z axis
spotlight_model setmodel( "lights_hanging_worklight_off" ); // swap xmodel by _off
self playsound("light_switch_off");
spotlight_hide waittill ("movedone");
self waittill("trigger");
spotlight_hide movez (height - (height * 2), speed);
spotlight_model setmodel( "lights_hanging_worklight_on" ); // switch back to _on Xmodel
self playsound("light_switch_on");
spotlight_hide waittill ("movedone");
}
}
In your Map GSC file (/raw/maps/mp/mp_yourmap.gsc) add this after maps\mp\_load::main();
maps\mp\_lights::main();
Add the _off model to your Zone File, in my example:
xmodel,lights_hanging_worklight_off
In Radiant (minus the com_studiolight_hanging_on model):
The trigger is a trigger_usetouch and has targetname = switch ; The ShadowCaster script_brushmodel is solid and has targetname = spotlight_hide ; Trigger is connected/link to ShawdowCaster script_brushmodel ; spotlight model (not on pic) would be a script_model and have targetname = spotlight_model ;
Sounds in the script are custom - you can use "metal_click" also (stock)
The Light Switch will not work if the Shadow option is turned off in GFX settings of the Game!