Author |
Topic: Some scripting help please//Single player |
Cnopicilin |
|
General Member Since: Dec 15, 2009 Posts: 94 Last: Jul 6, 2011 [view latest posts] |
|
|
|
|
voidsource |
General Member Since: May 5, 2007 Posts: 1513 Last: Sep 1, 2013 [view latest posts] |
|
|
|
Cnopicilin |
|
General Member Since: Dec 15, 2009 Posts: 94 Last: Jul 6, 2011 [view latest posts] |
|
|
|
|
voidsource |
General Member Since: May 5, 2007 Posts: 1513 Last: Sep 1, 2013 [view latest posts] |
|
|
Category: CoD4 Scripting Posted: Sunday, Nov. 14, 2010 07:29 am |
|
well to get an idea of how fx are called look at the raw/maps/createfx folder. In it u will see how and where they call an effect in the map.
vision files go in ur raw/vision folder. if you dont have one create it. inside it create a new .txt file. give it w/e name u want. then add this info:
Code:
r_glow "1"
r_glowRadius0 "32"
r_glowRadius1 "7"
r_glowBloomCutoff "0"
r_glowBloomDesaturation "0"
r_glowBloomIntensity0 "1"
r_glowBloomIntensity1 "0.90"
r_glowSkyBleedIntensity0 "1"
r_glowSkyBleedIntensity1 "0.29"
r_filmEnable "1"
r_filmContrast "1.86"
r_filmBrightness "0.41"
r_filmDesaturation "0"
r_filmInvert "0"
r_filmLightTint ".58 .58 .58"
r_filmDarkTint ".19 .19 .19"
thats just an example of the numbers u can put. For vision file u will have to do a lot of trial and error before u find one that u like for ur map. All of them are pretty self explained as to "what they do".
edited on Nov. 14, 2010 02:32 am by voidsource
forgot to mention that after you save ur .txt with that info u must change the extension from .txt to .vision. then add it to ur zone source " rawfile,vision/my_file.vision", and when u want to call the vision file u use
set_vision_set( "vision_file_name", transition_time );
hope that helps.
|
|
|
|
Cnopicilin |
|
General Member Since: Dec 15, 2009 Posts: 94 Last: Jul 6, 2011 [view latest posts] |
|
|
|
Category: CoD4 Scripting Posted: Sunday, Nov. 14, 2010 08:03 am |
|
I see no difference...
My scoutsniper.gsc:
Code: /************************************************************************************************************/
/* INTRO */
/************************************************************************************************************/
intro_main()
{
if( !isalive( level.price ) )
return;
level.price endon( "death" );
flag_wait( "initial_setup_done" );
level.player disableweapons();
reference = getent( "price_start_node", "targetname" );
reference thread anim_first_frame_solo( level.price, "scoutsniper_opening_price" );
wait 4;
set_vision_set( "mist", 1 ); //<-This is the line I added, before this point it made my game crash...
flag_set( "intro" );
delaythread(12.5, ::giveweapons);
delaythread(1, ::music_loop, "scoutsniper_pripyat_music", 143, "field_clean_ai" );
edited on Nov. 14, 2010 03:20 am by Cnopicilin
My vision set:
Code:
r_glow "1"
r_glowRadius0 "256"
r_glowRadius1 "7"
r_glowBloomCutoff "0"
r_glowBloomDesaturation "0"
r_glowBloomIntensity0 "1"
r_glowBloomIntensity1 "0.90"
r_glowSkyBleedIntensity0 "1"
r_glowSkyBleedIntensity1 "0.29"
r_filmEnable "1"
r_filmContrast "1.86"
r_filmBrightness "0.41"
r_filmDesaturation "0"
r_filmInvert "1"
r_filmLightTint ".58 .58 .58"
r_filmDarkTint ".19 .19 .19"
And the line in mod.csv:
Code: rawfile,vision/mist.vision
edited on Nov. 14, 2010 03:28 am by Cnopicilin
edited on Nov. 14, 2010 03:29 am by Cnopicilin |
|
|
|
voidsource |
General Member Since: May 5, 2007 Posts: 1513 Last: Sep 1, 2013 [view latest posts] |
|
|
Category: CoD4 Scripting Posted: Sunday, Nov. 14, 2010 04:15 pm |
|
so your code works? if not post your error.
also the vision file has certain limits example:
Code:
r_glow "1"//zero or 1 only
r_glowRadius0 "256"// 0 - 32 only
r_glowRadius1 "7"//0-32 only
r_glowBloomCutoff "0" //0 means it doesnt cutoff the bloom 1 will do a full cut of the bloom
r_glowBloomDesaturation "0"// desaturate the bloom 0-4
r_glowBloomIntensity0 "1"// the intensity is anywhere from 0-20
r_glowBloomIntensity1 "0.90"//same from 0-20
r_glowSkyBleedIntensity0 "1"// 0-32
r_glowSkyBleedIntensity1 "0.29"//0-32
edited on Nov. 14, 2010 11:23 am by voidsource |
|
|
|
Cnopicilin |
|
General Member Since: Dec 15, 2009 Posts: 94 Last: Jul 6, 2011 [view latest posts] |
|
|
|
|
voidsource |
General Member Since: May 5, 2007 Posts: 1513 Last: Sep 1, 2013 [view latest posts] |
|
|
|
Cnopicilin |
|
General Member Since: Dec 15, 2009 Posts: 94 Last: Jul 6, 2011 [view latest posts] |
|
|
|
Category: CoD4 Scripting Posted: Monday, Nov. 15, 2010 02:44 pm |
|
voidsource writes...Quote: im so confused as to what ur telling, u say it doesnt work but u say "i can not see any difference right now"...meaning its working?
I see no difference= it does not work.
And is mist really controlled by vision settings? I would like to see "real" mist/fog instead one inside the player's head. |
|
|
|
[ZCT]Titan |
|
General Member Since: Feb 23, 2009 Posts: 172 Last: Apr 5, 2011 [view latest posts] |
|
|
|
Category: CoD4 Scripting Posted: Monday, Nov. 15, 2010 04:01 pm |
|
Cnopicilin writes...Quote: voidsource writes...Quote: im so confused as to what ur telling, u say it doesnt work but u say "i can not see any difference right now"...meaning its working?
I see no difference= it does not work.
And is mist really controlled by vision settings? I would like to see "real" mist/fog instead one inside the player's head.
Mist/fog is a fx played either on a player or a set place in a map. You would have to make a script to attach it to a player or you can go around the whole map and place it that way. I did this with my rain i played the FX on a player and anywhere he went he seen rain.
Vision files dont normally control the darkness. In cod5 not sure about cod4 you can use vol fog and exp fog. Which is totally different from fog FX's. Im not modding atm but soon as i get some time ill try to get some code together for ya. |
|
|
|