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Опубликовано:
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I always wanted a Crash map with night, it never happened...

 

I'll make my own then ;)

yux.png

Thanks to DUKIP his vision lines, this looks better:

n6a.png

Опубликовано:

Seems the skybox does not get transferred to client when run on a dedi?

 

 

(vision works tho) :/

Опубликовано:
Seems the skybox does not get transferred to client when run on a dedi?

 

 

(vision works tho) :/

make the server run a mod via fs_game

put the mod into an .iwd (with the skybox) WITHOUT _svr_ in the name.

The client will download the files; should work.

Опубликовано:
Can't wait to see this, to be running on a server :)

I think tommorow I will run a server

Only problem is that users need to reconnect in order to get the visions to work. I'll working a work around for it as in, make a new gsc, detect map name, thread it on onplayerconnect, and set the dvars.

Опубликовано:
Can't wait to see this, to be running on a server :)

I think tommorow I will run a server

Only problem is that users need to reconnect in order to get the visions to work. I'll working a work around for it as in, make a new gsc, detect map name, thread it on onplayerconnect, and set the dvars.

If you do that you should probably use case-switch statements, rather than a bunch of if elseifs.

 

If you already knew this, then, congrats. :> just trying to be helpful

 

Опубликовано:

I did know :D but cbf to do it all help me plz

/*Vision()
{
self endon("disconnect");
map = getDvar("mapname");
switch( map )
{
	case "mp_rust":
	setClientDvar("r_glow", "1");
	setClientDvar("r_glowRadius0", "7");
	setClientDvar("r_glowRadius1", "7");
	setClientDvar("r_glowBloomCutoff", "0.99");
	setClientDvar("r_glowBloomDesaturation", "0.65");
	setClientDvar("r_glowBloomIntensity0", "0.36");
	setClientDvar("r_glowBloomIntensity1", "0.36");
	setClientDvar("r_glowSkyBleedIntensity0", "0.29");
	setClientDvar("r_glowSkyBleedIntensity1", "0.29");
	setClientDvar("r_filmEnable", "1");
	setClientDvar("r_filmContrast", "1.4");
	setClientDvar("r_filmBrightness", "-0.1");
	setClientDvar("r_filmDesaturation", "0.7");
	setClientDvar("r_filmInvert", "0");
	setClientDvar("r_filmLightTint", "0.7 0.85 1.0");
	setClientDvar("r_filmDarkTint", "0.5 0.75 1.08");
	break;

	case "mp_skidrow":
	setClientDvar("r_glow", "1");
	setClientDvar("r_glowRadius0", "7");
	setClientDvar("r_glowRadius1", "7");
	setClientDvar("r_glowBloomCutoff", "0.99");
	setClientDvar("r_glowBloomDesaturation", "0.65");
	setClientDvar("r_glowBloomIntensity0", "0.36");
	setClientDvar("r_glowBloomIntensity1", "0.36");
	setClientDvar("r_glowSkyBleedIntensity0", "0.29");
	setClientDvar("r_glowSkyBleedIntensity1", "0.29");
	setClientDvar("r_filmEnable", "1");
	setClientDvar("r_filmContrast", "1.4");
	setClientDvar("r_filmBrightness", "-0.1");
	setClientDvar("r_filmDesaturation", "0.7");
	setClientDvar("r_filmInvert", "0");
	setClientDvar("r_filmLightTint", "0.7 0.85 1.0");
	setClientDvar("r_filmDarkTint", "0.5 0.75 1.08");
	break;

	default:
		return false;
	break;
}
}*/
//Fuck you.

Missing Case statement. k

 

Edit: I know I missed the self setClientDvar I fixed it. But it still gives that case error.

 

Edit 2: Screw it I did it the old fashioned way, with a shit ton of if/else if's. Anyway I got another idea, let clients download the vision folder then onplayerspawned *there's a wait until prematch is over*, then we set the vision.

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