Call of Duty 5: Scriptable Lights: Difference between revisions

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
(New page: Image:Nutshell.png 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_O...)
 
mNo edit summary
Line 1: Line 1:
[[Image:rgn_warning.png|right]]
[[Image:Nutshell.png]] A quick tutorial to place and use Flickering/Strobing Lights in MP levels;
[[Image:Nutshell.png]] A quick tutorial to place and use Flickering/Strobing Lights in MP levels;



Revision as of 16:58, 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_sturct 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