Talk:Vision Nocturna: Difference between revisions
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// Activate: | // Activate: | ||
cvar->FindVar("mat_fullbright")-> | cvar->FindVar("mat_fullbright")->SetValue(1); | ||
// Deactivate: | // Deactivate: | ||
cvar->FindVar("mat_fullbright")-> | cvar->FindVar("mat_fullbright")->SetValue(0); | ||
// Check: | // Check: | ||
Revision as of 04:31, 6 December 2005
This might be a valid abstract mapping topic...who agrees?—ts2do (Talk | ) 09:34, 9 Nov 2005 (PST)
- hu? what do you mean? I know its got scripted elements, but thats just how i programm. --Amckern 19:17, 9 Nov 2005 (PST)
...abstract mapping at first meant hammer mapping...now it means mapping out abstract ideas...it includes programming—ts2do (Talk | ) 19:19, 9 Nov 2005 (PST)
I know you said its only a first draft, but i would consider making mat_fullbright a cheat convar again, with out that, it can be exploited like crazy(you could do night vision, without the green overlay by simply entering mat_fullbright 1 in the console!) There should be a way to set a cheat cvar from code that doesn't require sv_cheats...
- There is a bit flag value for no target that I have used in another feature in nightfall, but I don’t know how to make new bit flag values, or how they operate...
Here is an easy way to change mat_fullbright without changing the FCVAR_CHEAT:
// Activate:
cvar->FindVar("mat_fullbright")->SetValue(1);
// Deactivate:
cvar->FindVar("mat_fullbright")->SetValue(0);
// Check:
if (cvar->FindVar("mat_fullbright")->GetInt() == 1)
// Activated
else
// Deactivated
This way you can keep mat_fullbright cheat-protected, but you can change it in code :). --Jerry (MrU on VERC) 02:19, 6 Dec 2005 (PST)