Call of Duty 4: Switches Primary Light
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("com_studiolight_hanging_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( "com_studiolight_hanging_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( "com_studiolight_hanging_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,com_studiolight_hanging_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!
--Zeroy. 19:40, 19 October 2008 (UTC)