-------------------------------------------------------------- -- Script to change the fog settings in FV Racetrack as the player JUMPS INTO the TREE -- Modified from Brandi's fog script(s) for GF -- updated SteveY... 8-25-2010 -------------------------------------------------------------- function DoDisableCLUTSun(self) GAMEOBJ:GetTimer():CancelAllTimers(self ) -- Reset our rendering back to untinted LEVEL:CLUTEffect( "(none)", 0.0, 1.0, 0.0, false ) end function onCollisionPhantom(self, msg) if msg.objectID:GetID() == GAMEOBJ:GetControlledID():GetID() then LEVEL:SetSkyDome("mesh/env/env_fv_sky_mantis.nif") LEVEL:SetLights( true, 0x494140, --ambient color false, 0xFFB26B, --directional color false, 0xEEBB00, --specular color false, 0x5A5A5A, --upper Hemi color false, { -0.44, -0.77, -0.46 }, --directional direction true, 0x465C76, --fog color true, --modifying draw distances (all of them) 200.0, 400.0, --fog near min/max 900.0, 975.0, --fog far min/max 10000.0, 10000.0, --post fog solid min/max 100.0, 200.0, --post fog fade min/max 8000.0, 8000.0, --static object cutoff min/max 8000.0, 8000.0, --dynamic object cutoff min/max true, "mesh/env/env_fv_sky_mantis.nif", 1.0 -- blend time ) -- Starting the fade on phantom collision GAMEOBJ:GetTimer():AddTimerWithCancel( 0.1, "StartCLUTSun", self ) end end -- Timer controlling and calling the Sun Fade function onTimerDone(self, msg) if (msg.name == "StartCLUTSun") then LEVEL:CLUTEffect( "LUT_2xsunny.dds", 0.5, 0.0, 1.0, false) GAMEOBJ:GetTimer():AddTimerWithCancel( 0.5, "EndCLUTSun", self ) end if (msg.name == "EndCLUTSun") then LEVEL:CLUTEffect( "(none)", 4, 1.0, 0.0, false ) end end -- We disable the effect if the script component is shut down for any reason function onShutdown(self) DoDisableCLUTSun(self) end