-------------------------------------------------------------- -- Script to change the fog settings and CLUT in GF Racetrack as the player ENTERS Skull range -- -- updated NateS... 3/24/10 -------------------------------------------------------------- function DoDisableCLUTSkull(self) GAMEOBJ:GetTimer():CancelAllTimers(self ) -- Reset our rendering back to untinted / unCLUT'ed LEVEL:CLUTEffect( "(none)", 0.0, 1.0, 0.0, false ) end function onCollisionPhantom(self, msg) if msg.objectID:GetID() == GAMEOBJ:GetControlledID():GetID() then --print ("You entered") LEVEL:SetLights( true, 0xFFFFFF, --ambient color false, 0x000000, --directional color false, 0xFFFFFF, --specular color false, 0xFFFFFF, --upper Hemi color false, { 0.65, -0.52, 0.55 }, --directional direction true, 0xff6a12, --fog color true, --modifying draw distances (all of them) 00.0, 00.0, --fog near min/max 800.0, 800.0, --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.nif", 2.0 -- blend time ) -- Starting the clut on phantom collision GAMEOBJ:GetTimer():AddTimerWithCancel( 0.1, "StartCLUTSkull", self ) end end -- Timer controlling and calling the CLUT function onTimerDone(self, msg) if (msg.name == "StartCLUTSkull") then LEVEL:CLUTEffect( "flamin_skull_lut_gamefile.dds", 4, 0.0, 1.0, false) GAMEOBJ:GetTimer():AddTimerWithCancel( 4, "EndCLUTSkull", self ) end if (msg.name == "EndCLUTSkull") 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) DoDisableCLUTSkull(self) end