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2/3Soul
Posts: 29 Joined: Sun Jan 16, 2005 2:59 pm
Location: Bournemouth, United Kingdom
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by 2/3Soul » Wed Feb 16, 2005 4:05 pm
If I use the environmental settings for rain (as per Radar's settings):
Code: Select all
/setcs 44 "T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=50 50,GV=200 200,W=1 2,D=2000"
I can add rain dynamically to the currently playing map. However, upon reset of the map, the settings are lost, and have to be re-entered.
Is there any way of automating the setting so that the environmental condition is automatically activated for a particular map upon load???
Cheers
2/3
gotenks
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by gotenks » Wed Feb 16, 2005 6:26 pm
in a file called: mapdefault.cfg
add that line, then any map that doesn't have a current mapdefault_<map_name>.cfg file will have rain
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2/3Soul
Posts: 29 Joined: Sun Jan 16, 2005 2:59 pm
Location: Bournemouth, United Kingdom
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by 2/3Soul » Sat Feb 19, 2005 3:24 am
Cheers dude... nice and simple heh
if i was thinking straight I could probably have realised that myself
Seeing as I only want the environmental variable to apply for one map, I'll put it in the specific map cfg file.... ie:
mapdefault_<mapname>.cfg
Thanks for the help.
[DR]REVOS
Posts: 86 Joined: Wed Sep 29, 2004 10:53 am
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by [DR]REVOS » Sat Feb 26, 2005 9:25 pm
Why would you want to ADD rain? I mean, most good players turn they're atmosphericeffects off, anyway. Heh.
Dubya
Posts: 21 Joined: Wed Apr 28, 2004 6:26 am
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by Dubya » Sun Feb 27, 2005 12:39 am
We wants the rain to make gotenks avatar all wet.
2/3Soul
Posts: 29 Joined: Sun Jan 16, 2005 2:59 pm
Location: Bournemouth, United Kingdom
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by 2/3Soul » Wed Mar 16, 2005 1:56 pm
[DR]REVOS wrote: Why would you want to ADD rain? I mean, most good players turn they're atmosphericeffects off, anyway. Heh.
hahah cos I'm wierd...
PincheGab
Posts: 64 Joined: Fri Sep 03, 2004 12:26 pm
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by PincheGab » Wed Mar 16, 2005 2:38 pm
2/3Soul wrote: [DR]REVOS wrote: Why would you want to ADD rain? I mean, most good players turn they're atmosphericeffects off, anyway. Heh.
hahah cos I'm wierd...
LOL, I can't wait to get home and make the Oasis map rain, LOL! (Yep, I'm a n00b with those kinds of things)
daita
Posts: 48 Joined: Thu Mar 03, 2005 5:37 am
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by daita » Thu Mar 17, 2005 2:39 am
why did I thank about doing the SAME think ! on the same map :]
daita.
Mark
Posts: 411 Joined: Thu Jan 01, 2004 6:10 am
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by Mark » Thu Mar 17, 2005 4:56 am
daita wrote: why did I thank about doing the SAME think ! on the same map :]
daita.
I already played with it (rain and snow on oasis) some weeks ago. Unfortunatly, many people have their atmospheric effects disabled.
So be sure to add forcecvar cg_atmosphereffects 1 (bet this is wrong spelled) to your config
Greets
Mark
gotenks
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by gotenks » Thu Mar 17, 2005 5:10 am
Mark wrote: So be sure to add forcecvar cg_atmosphereffects 1 (bet this is wrong spelled) to your config
sv_cvar cg_atmosphericeffects eq 1
would be better
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Deus
Posts: 1053 Joined: Fri Mar 12, 2004 2:24 am
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by Deus » Thu Mar 17, 2005 5:11 am
Mark wrote: So be sure to add forcecvar cg_atmosphereffects 1 (bet this is wrong spelled) to your config
cg_atmospher
ic effects
but a forcecvar will just set the cvar once, and people who don't like it will disable it again.
Mark
Posts: 411 Joined: Thu Jan 01, 2004 6:10 am
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by Mark » Thu Mar 17, 2005 8:06 am
Yeah, right. sv_cvar is much more efficent.
Greets
Mark
gotenks
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by gotenks » Thu Mar 17, 2005 10:54 am
if you just want them to see that you have it on (i'm thinking of adding rain inside the underground area in railgun) forcecvar it... if you want to force them to keep it on, sv_cvar it
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2/3Soul
Posts: 29 Joined: Sun Jan 16, 2005 2:59 pm
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by 2/3Soul » Mon Mar 21, 2005 1:44 pm
gotenks wrote: i'm thinking of adding rain inside the underground area in railgun
why? lol
WeblionX
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by WeblionX » Mon Mar 21, 2005 3:22 pm
Good luck adding rain inside using existing map materials. You'd at least need a new tracemap.