Call of Duty 5: Scriptable Lights: Difference between revisions
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*Right-click in 2D view > script > struct | *Right-click in 2D view > script > struct | ||
* give the | * give the script_struct a targetname of '''lantern_glowFX_origin''' | ||
*Place the script_struct in the exact position you want the glow to appear. | *Place the script_struct in the exact position you want the glow to appear. | ||
Revision as of 18:40, 30 June 2009
A quick tutorial to place and use Flickering/Strobing Lights in MP levels;
In Radiant
- Right click in the 2D window and choose Light.
- Check the PRIMARY_OMNI and PRIMARY_SCRIPTABLE boxes.
- for a strobe light, give it a targetname of strobe_light
- for a flickering light, give it a targetname of flicker_light
Note that n info_null must be connected to a Primary Light for it to work, see HERE
Map GSC
- make sure your MAP GSC contains the following line on the top:
maps\mp\_load::main();
- You must be using a MAP CSC (Clientscript) for this to work.
Zone File
Make sure to have the follwing lines in your zone file:
rawfile,clientscripts/mp/_load.csc rawfile,clientscripts/mp/_lights.csc rawfile,maps/mp/mp_yourmap.gsc rawfile,maps/mp/mp_yourmap.csc
Extras
Delay
To set a random delay on the lights, used for flickering, pulsing, and strobing speeds:
- add a key script_delay_min for the least amount of time to wait, and the value of it;
- add a key script_delay_max for the most amount of time to wait, and the value of it;
For best results when using a strobe light, set the script_delay_min and script_delay_max values to the same number.
you can also use a script_wait on the light to delay between pulsing, flickering, or strobing.
script_wait is best used for a slow strobe light, like a beacon light.
Glow
For Lanterns for instance you can add glow like this:
- Right-click in 2D view > script > struct
- give the script_struct a targetname of lantern_glowFX_origin
- Place the script_struct in the exact position you want the glow to appear.
Some Sources from: Treyarch's Wiki