/* maps\mp\[mapname]_lighting.gsc script for mp level-scripting */ #include maps\mp\_mp_lights; main() { setdvar( "r_lightGridEnableTweaks", 1 ); setdvar( "r_lightGridIntensity", 1.33 ); //Character vis setdvar( "r_mpRimColor", "0.8 0.6 0.3" ); setdvar( "r_mpRimStrength", "10" ); setdvar( "r_mpRimDiffuseTint", "1.5 1.5 1.5" ); //Volume light scattering /*setdvar( "r_volumeLightScatter", "1" ); setdvar( "r_volumeLightScatterUseTweaks", "1" ); setdvar( "r_volumeLightScatterAngularAtten", ".34" ); setdvar( "r_volumeLightScatterColor", "0.85 0.7 0.75" ); setdvar( "r_volumeLightScatterLinearAtten", "1" ); setdvar( "r_volumeLightScatterEV", "13"); setdvar( "r_volumeLightScatterBackgroundDistance", "200000" ); */ setdvar( "r_gunSightColorEntityScale", "7" ); setdvar( "r_gunSightColorNoneScale", "0.8" ); if( level.currentgen ) { setDvar( "r_specularcolorscale", 1.0 ); } init(); //thread fire_flicker(); } fire_flicker() { play_flickerLight_preset("fire", "fire_flicker", 3000); }