More Fog on obj_team3
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More Fog on obj_team3
Is there a way to give The Bridge more fog without changing the org bsp?
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Runt
- First Lieutenant
- Posts: 188
- Joined: Wed Feb 11, 2004 5:03 pm
- Location: The Netherlands
- Contact:
Yep, via scripting.. Use the search function I know for sure there is a trhead about it..
--edit
Here ya go
Code: Select all
$world farplane 1000 // Higher count would give less fog
$world farplane_color ".6 .6 .6" // Give the farplane a color (red green blue)
$world farplane_cull 0--edit
Here ya go
Im borrowing this code but how to make this script to just exec on obj_team3/////////////////////////////////////////
//////// Mod Night /////////////////////
/////// Mod. R@nger ///////////////////
////// The Pathfinders ///////////////
///// wwww.ThePathfinders-Clan.fr.st/
////////////////////////////////////
nightcheck:
if(int(getcvar "night") == 1)
{
local.player = $player[local.i]
local.player stufftext ("r_fastsky 2")
$world farplane 3000
$world farplane_color ( .3 .3 .3)
wait 2
}
else
{
local.player = $player[local.i]
local.player stufftext ("r_fastsky 0")
}
end
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
add below prespawn
Code: Select all
////////////FOG FOR BEGINNERS///////////////////////////////////////
$world farplane 1000 // lower = thicker/higher = thinner
$world farplane_color ( .6 .7 .7) // color also plays a part in thickness
//the lower the .# the darker the fog (in this case grey) isThere are also other commands you can play around with, for eg;
//viewdistance from player
$world farplane 4000
//fog colour and density, higher values the more solid the fog, they are in order of (red green blue)
$world farplane_color ( 0.1 0.1 0.1)
//to cull or not to cull? 0=no 1=yes
$world farplane_cull 0
//I don't know what this one does, anybody?
$world farclipoverride -1
//view distance of the skybox texture
$world skybox_farplane 4000
//viewdistance from player
$world farplane 4000
//fog colour and density, higher values the more solid the fog, they are in order of (red green blue)
$world farplane_color ( 0.1 0.1 0.1)
//to cull or not to cull? 0=no 1=yes
$world farplane_cull 0
//I don't know what this one does, anybody?
$world farclipoverride -1
//view distance of the skybox texture
$world skybox_farplane 4000
An ambiguous question will get a similar answer...
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER
main:
setcvar "g_obj_alliedtext1" "Defend the bridge"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Place an explosive"
setcvar "g_obj_axistext2" "under the bridge"
setcvar "g_obj_axistext3" "to destroy it"
setcvar "g_scoreboardpic" "objdm4"
level waittill prespawn
$world farplane 2000
$world farplane_color ( .6 .7 .7)
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team4.scr
exec global/ambient.scr obj_team4
thread global/exploder.scr::main
thread global/minefield.scr::minefield_setup
exec global/door_locked.scr::lock
level waittill spawn
level.defusing_team = "allies"
level.planting_team = "axis"
level.bomb_damage = 300
level.bomb_explosion_radius = 1024
// set the parameters for this round/wave based match
level.dmrespawning = 0 // 1 **wave based** or 0 **round based**
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // set to axis, allies, kills, or draw
level waittill roundstart
$bridge_bomb thread global/obj_dm.scr::bomb_thinker
$bridge_bomb2 thread global/obj_dm.scr::bomb_thinker
$bridge_bomb thread axis_win_bomb $bridge_bomb $bridge_bomb2
$bridge_bomb thread allied_win_timer
// thread objectives_setup
end
axis_win_bomb local.bomb1 local.bomb2:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1
teamwin axis
end
$world farplane 1000 // Higher count would give less fog
$world farplane_color ".6 .6 .6" // Give the farplane a color (red green blue)
$world farplane_cull 0
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allied_win_timer:
level waittill allieswin
end
//THIS PORTION OF SCRIPT NOT READY TO IMPLEMENT
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Axis forces must destroy the bridge" $bridge.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
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LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
- Contact:
your trying to exec the #world farplane and the $world farplane_color twice and each one has diff values....ill BOLD the sections im talking about:
im not sure which part you wanna use, but just "// comment" out the section you don't want!// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER
main:
setcvar "g_obj_alliedtext1" "Defend the bridge"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Place an explosive"
setcvar "g_obj_axistext2" "under the bridge"
setcvar "g_obj_axistext3" "to destroy it"
setcvar "g_scoreboardpic" "objdm4"
level waittill prespawn
$world farplane 2000
$world farplane_color ( .6 .7 .7)
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team4.scr
exec global/ambient.scr obj_team4
thread global/exploder.scr::main
thread global/minefield.scr::minefield_setup
exec global/door_locked.scr::lock
level waittill spawn
level.defusing_team = "allies"
level.planting_team = "axis"
level.bomb_damage = 300
level.bomb_explosion_radius = 1024
// set the parameters for this round/wave based match
level.dmrespawning = 0 // 1 **wave based** or 0 **round based**
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // set to axis, allies, kills, or draw
level waittill roundstart
$bridge_bomb thread global/obj_dm.scr::bomb_thinker
$bridge_bomb2 thread global/obj_dm.scr::bomb_thinker
$bridge_bomb thread axis_win_bomb $bridge_bomb $bridge_bomb2
$bridge_bomb thread allied_win_timer
// thread objectives_setup
end
axis_win_bomb local.bomb1 local.bomb2:
while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1
teamwin axis
end
$world farplane 1000 // Higher count would give less fog
$world farplane_color ".6 .6 .6" // Give the farplane a color (red green blue)
$world farplane_cull 0
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allied_win_timer:
level waittill allieswin
end
//THIS PORTION OF SCRIPT NOT READY TO IMPLEMENT
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Axis forces must destroy the bridge" $bridge.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
here is what grassy is talking about
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allied_win_timer:
level waittill allieswin
end
//THIS PORTION OF SCRIPT NOT READY TO IMPLEMENT
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Axis forces must destroy the bridge" $bridge.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end //if this isnt used yet,need to // it out



