Call of Duty 5: Scriptable Lights

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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