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LBL: Updated lights to use new modes.
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light_bridge_lights/scripts/vscripts/sv_init.nut

Lines changed: 7 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -11,13 +11,13 @@ function LBL_scriptInit() {
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}
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}
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14-
LBL_LIGHT_COLOUR <- Vector(63, 196, 252) // RGB colour values - light blue
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const LBL_LIGHT_BRIGHTNESS = 40
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LBL_LIGHT_COLOUR <- Vector(25, 175, 255) // RGB colour values - light blue
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const LBL_LIGHT_BRIGHTNESS = 50
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const LBL_LIGHT_D50 = 50
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const LBL_LIGHT_D0 = 300
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const LBL_LIGHT_SHADOWSIZE = -1 // DONT CHANGE THIS FROM -1, it just instantly overwhelms the shadow atlas (-1 = no shadows)
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const LBL_LIGHT_SPACING = 20 // distance between lights in units, less spacing means more lights but a higher performance cost
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const LBL_LIGHT_SPACING = 24 // distance between lights in units, less spacing means more lights but a higher performance cost
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const LBL_LIGHT_MAXCOUNT = 128 // maximum number of lights per bridge to prevent performance issues
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const LBL_LIGHT_SPECIFIC_HEALTH = 27852 // used to identify lights created by this script
@@ -172,7 +172,9 @@ function LBL_lightCreate(pos) { // returns light handle
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local light = null
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light = CreateEntityByName("light_rt", {
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_lightmode = 3,
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_specularmode = 0,
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_indirectmode = 0,
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_directmode = 2,
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spawnflags = 2
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})
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light.SetLightColor(LBL_LIGHT_COLOUR, LBL_LIGHT_BRIGHTNESS)
@@ -212,4 +214,4 @@ function LBL_lightRemoveAll() {
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}
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LBL_auto <- CreateEntityByName("logic_auto", {spawnflags = 1})
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LBL_auto.ConnectOutput("OnNewGame", "LBL_scriptInit")
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LBL_auto.ConnectOutput("OnMapSpawn", "LBL_scriptInit")

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