s1-scripts-dev/raw/maps/mp/mp_comeback_lighting.gsc
2025-05-21 16:23:17 +02:00

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#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
setdvar( "r_reflectionprobefog", "1" );
setdvar( "r_lightGridEnableTweaks", "1" );
setdvar( "r_lightGridIntensity", "1.33" );
//r_gunSightColorEntityScale needs to be set to tune the iron sights color shader (mtl_iron_sights_color).
//A change was made to fix the brightness, but causes untuned instances to be too bright. This will need to be tuned for every level.
setdvar( "r_gunSightColorEntityScale", "7" );
setdvar( "r_gunSightColorNoneScale", "0.8" );
if( level.currentgen )
{
SetDvar("r_intensity", 1.15);
setdvar("r_brightness", GetDvar("r_brightness") + 0.07);
}
// level thread init_caster_rotation();
}
/*
init_caster_rotation()
{
caster_rotations = GetEntArray("caster_rotater","targetname");
array_thread(caster_rotations, ::caster_rotater);
}
caster_rotater()
{
spin_time = 30*60; //30 minutes should be long enough so it only has to be called once per match
degrees_per_second = RandomFloatRange(400,450);
while(1)
{
self RotateVelocity( (degrees_per_second,0,0), spin_time);
wait spin_time;
}
}
*/