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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Trouble creating a Flickering light in Single Player and MP
Freakyfreak
General Member
Since: Jan 8, 2014
Posts: 9
Last: Jan 28, 2014
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Level 0
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 06:03 am
I'm working on a horror themed COD 4 single player map and would like to create randomized flickering lights. After searching for tutorials and forums I found some info. Zeroy has a good tutorial at http://www.modsonline.com/BBCode-url.html?//wiki.modsrepository.com/index.php/Call_of_Duty_4:_Switches_Primary_Light

The tutorial works to a point, but I'm still running into the issue of turning the light off completely. The tutorial is working in the sense of moving the script brush over the light, but there still is light in the room. It seems the light is baked into the room. After testing I found that lights are complied before script brushes so although the light turns off and on there is still a light in the room. I tried primary_scriptable and primary spot lights. Also tried using static lights and fx lights. Nothing seems to work. The static lights don't turn off and fx lights don't cast shadows.

Any help would be awesome. I've spent two days trying to tackle this beast and its winning.
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3st0nian
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Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 10:33 am
I'm afraid you cant vanish light completely. I messed around with it few years ago and there was always certain amount of light left.
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Freakyfreak
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Since: Jan 8, 2014
Posts: 9
Last: Jan 28, 2014
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Level 0
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 03:04 pm
I've seen a few videos in the forums here showing a light turning on and off without leaving a baked light. Curious on how they were able to achieve this, through a primary, static or FX light.
It is just puzzling me and holding up my map.
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 03:15 pm
Have you tried messing with these functions:
setlightexponent
setlightfovrange
setlightintensity
setlightradius

http://zeroy.com/script/
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Freakyfreak
General Member
Since: Jan 8, 2014
Posts: 9
Last: Jan 28, 2014
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Level 0
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 03:21 pm
I have not tried those yet. I'll have to give them a try. I could probably set the light intensity to 0 at the beginning then bump it up to the intensity I want on a randomized timer. That might just be the answer. I'll give it a go and post me results.
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StrYdeR
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Since: May 11, 2004
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Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 04:24 pm
from my recollection you can turn an FX on and off - though it doesn't create a shadow

there was a process implemented into the engine with WaW that allowed for a hanging light that could swing (when shot for example) and cast dynamic shadows

you may be able to implement that into your theme of what you are trying to do. have a look at the lantern hanging in the bunker level and the scripting therein. this swinging light was also used in the zombie level (asylum) - upstairs

[angryalien]
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Freakyfreak
General Member
Since: Jan 8, 2014
Posts: 9
Last: Jan 28, 2014
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Level 0
Category: CoD4 Scripting
Posted: Monday, Jan. 27, 2014 04:44 pm
I don't have WaW sadly. Do you know of anything in COD 4 that is similar?
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Tuesday, Jan. 28, 2014 04:19 am
The rope / swinging light can't be done in CoD4, at least not like WaW -- it has special code support to create rope that was created for WaW which isn't in CoD4 (nor any of IW's games for that matter).
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Freakyfreak
General Member
Since: Jan 8, 2014
Posts: 9
Last: Jan 28, 2014
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Level 0
Category: CoD4 Scripting
Posted: Tuesday, Jan. 28, 2014 06:45 am
After some playing around and running through Blackout I was able to find scripting in the _lights.gsc file that can help create flickering lights. I was able to use a variation of that script with scriptable lights to make a light that is dark then can be turned on and off without baked light in the level.

Here is my script for anyone that is looking to create a similar effect.
Put
#include maps\_utility;
above main() in your .gsc file
In main() be sure to have maps\_load::main();
then thread function flickerlight_test or whatever name you want

flickerlight_test()
{
light = getent( "light_flicker_test", "targetname" );
wait_for_targetname_trigger( "switch" );

//light notify( "light_off" );
while(1)
{
light setLightIntensity( 5 );
wait 0.3 + randomFloat(0.7);
light setLightIntensity( 0 );
wait 0.05 + randomFloat(0.05);
}

}

In radiant the steps are:

Create a primary_scriptable light with primary_spot checked also. Set up the light like any spotlight. To start out dark set the intensity to .05 on the light. Give the light a targetname so it can be found in script, I used "light_flicker_test". To trigger the light I created a trigger_use with the targetname "switch". Once the player hits activates the trigger the light turns on to intensity 5 and randomly deems back down to 0.

I hope this helps anyone else looking for a flickering light without using FX lights. Thanks to everyone that replied to my need for help. Special thanks to 3st0nian for the suggestion for a few functions that did eventually work, but the light wasn't set up correctly when I tried earlier.
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