-------------------------------------------------------------- -- Script to change the fog settings in GF Racetrack as the player ENTERS Beach area -- -- updated SeanB... 3/18/10 -------------------------------------------------------------- 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_sky_ra_gf-beach.nif") LEVEL:SetLights( true, 0xFFFFFF, --ambient color false, 0x000000, --directional color false, 0xFFFFFF, --specular color false, 0xFFFFFF, --upper Hemi color false, { 0.18, -0.52, 0.83 }, --directional direction true, 0xd1f6ff, --fog color true, --modifying draw distances (all of them) 200.0, 200.0, --fog near min/max 1600.0, 1600.0, --fog far min/max 160.0, 160.0, --post fog solid min/max 3500.0, 3500.0, --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_sky_ra_gf-beach.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