Author Topic: temporary change of clientsided mission lighting  (Read 639 times)

I am working on a very special mod that I will be releasing at some point, but I am having some speculation about scripting some strange functions into it.
The first thing I was wondering was if it was possible to brighten only your view of a map, or to temporarily load a separate .ml file, activated by a keybind. Is this possible, or is a temporary change in the mission lighting file unsupported on the client side?
Second, is it possible to variate between projectiles on a 1-3 basis?

I have no idea about the lighting.

Variating projectiles would be a simple task.
But I'm not exactly sure what you mean by this. Elaborate more.

Well, you could change the client-sided sun and then re-light by using lightScene("", forceAlways);
But its not recommened, becuase then you would have to change the sun back to the original and relight again.

If your map doesn't have terrain/interiors then you can just delete the sun and recreate it. Otherwise you will need to relight the mission, if you use lightScene("", ""); I think it should load/create an alternate mission lighting file.

By any chance, is this a night vision mod?

By any chance, is this a night vision mod?
Lol, i could make that easy :o
Infact i used to :3
But i don't anymore.
But yea, are you trying to get us to tell you how to use a Night Vision :o?

@jetz:  :cookieMonster: hurr...
Partially. Also for filtering methods like the CoD4 "Ragtime Warfare" effect, where everything would be a bit brighter and have a bit more "depth".
To elaborate on the bullet system, it would be very similar to a standard M16 where it would fire like this:

Tracer-Standard-Standard-Standard-loop