---------------------------------------------------------------- -- level specific client script for Property Pushback in AG small property -- this script requires a base script -- this script should be in the zone script in the DB ---------------------------------------------------------------- -------------------------------------------------------------- -- Includes -------------------------------------------------------------- require('client/zone/PROPERTY/L_BASE_PROPERTY_CLIENT') --////////////////////////////////////////////////////////////////////////////////// -- User Config local variables -- player flags. These have to be different for each property map. these are set up in the db local flags = { defeatedPropFlag = 71 -- when the player builds the claimmarker defeating the maelstrom on this property } --GROUPS, set in Happy Flower on objects, make sure these match the server script local Groups = { PlaqueGroup = "PropertyPlaque" } ---------------------------------------------------------------- -- leave the functions below alone ---------------------------------------------------------------- ---------------------------------------------------------------- -- called when the server script sends a message saying if the property is rented or not ---------------------------------------------------------------- function onScriptNetworkVarUpdate(self,msg) setGameVariables(Groups,flags) baseScriptNetworkVarUpdate(self,msg) end ---------------------------------------------------------------- -- called when the server script notifies the client script ---------------------------------------------------------------- function onNotifyClientObject(self,msg,newMsg) baseNotifyClientObject(self,msg,newMsg) end ---------------------------------------------------------------- -- called when the map is shut down, used to kill the LUT ---------------------------------------------------------------- function onShutdown(self) baseShutdown(self,msg,newMsg) end ---------------------------------------------------------------- -- called when timers are done ---------------------------------------------------------------- function onTimerDone(self,msg) baseTimerDone(self,msg,newMsg) end ---------------------------------------------------------------- -- enviromental settings for the maelstrom inhabiting the property ---------------------------------------------------------------- function maelstromSkyOn(self) LEVEL:SetSkyDome("mesh/env/vfx_propertySky_SKYBOX.nif") LEVEL:SetLights( true, 0x525066, --ambient color false, 0xFFFFFF, --directional colorZ:\LWO\4_game\client\res\macros\gfstart.scm false, 0xFFFFFF, --specular color/ true, 0xFFF5CA, --upper Hemi color true, { 0.18, 0.93, 0.33 }, --directional direction true, 0x322A91, --fog color true, --modifying draw distances (all of them) 100.0, 0.0, --fog near min/max 500.0, 200.0, --fog far min/max 160.0, 160.0, --post fog solid min/max 500.0, 500.0, --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/vfx_propertySky_SKYBOX.nif", 1.0 -- blend time ) LEVEL:CLUTEffect( "LUT_blue.dds", 1, 0.0, 1.0, false ) end ---------------------------------------------------------------- -- enviromental settings for the maelstrom are defeated from the property ---------------------------------------------------------------- function maelstromSkyOff(self) LEVEL:SetSkyDome("mesh/env/env_sky_won_ag_property.nif") LEVEL:SetLights( true, 0x6B9EBF, --ambient color false, 0xFFFFFF, --directional colorZ:\LWO\4_game\client\res\macros\gfstart.scm false, 0xFFFFFF, --specular color true, 0xC9E5FF, --upper Hemi color true, { 0, -2500, 1500 }, --directional direction true, 0xFFF7D8, --fog color true, --modifying draw distances (all of them) 125.0, 150.0, --fog near min/max 255.0, 250.0, --fog far min/max 100.0, 100.0, --post fog solid min/max 100.0, 100.0, --post fog fade min/max 1000.0, 1000.0, --static object cutoff min/max 350.0, 350.0, --dynamic object cutoff min/max true, "mesh/env/env_sky_won_ag_property.nif", 1.0 -- blend time ) LEVEL:CLUTEffect( "LUT_2xsunny.dds", 3, 0.0, 1.0, false ) -- disable the LUT after a time GAMEOBJ:GetTimer():AddTimerWithCancel( 5, "DisableLUT", self ) end