More Fog on obj_team3

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GiGanT
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More Fog on obj_team3

Post by GiGanT »

Is there a way to give The Bridge more fog without changing the org bsp?
Runt
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Post by Runt »

Yep, via scripting.. Use the search function I know for sure there is a trhead about it..

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 :)
GiGanT
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Post by GiGanT »

/////////////////////////////////////////
//////// 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
Im borrowing this code but how to make this script to just exec on obj_team3
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At0miC
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Post by At0miC »

You just have to put that script into the obj_team3.scr, u can find that file in pak5 > maps/obj.
GiGanT
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Post by GiGanT »

Can i make it so its always on?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

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) is
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Code: Select all

while (local.player istouching self)
Grassy
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Post by Grassy »

There 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
An ambiguous question will get a similar answer...
GiGanT
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Post by GiGanT »

That didnt work :?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

it should.. post up your script! FULL SCRIPT
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Code: Select all

while (local.player istouching self)
Rookie One.pl
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Post by Rookie One.pl »

Grassy wrote://I don't know what this one does, anybody?
$world farclipoverride -1
This is used in Spearhead to fix the blank black sky bug.
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GiGanT
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Post by GiGanT »

// 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
LiquorKraZy
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Post by LiquorKraZy »

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:
// 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
im not sure which part you wanna use, but just "// comment" out the section you don't want!
Grassy
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Joined: Sun Aug 22, 2004 11:36 am

Post by Grassy »

Also the second lot you added are way too far down the script, and there is another end under them that shouldn't be there.

Grassy
An ambiguous question will get a similar answer...
Green Beret
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Post by Green Beret »

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
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