Request Night
#1
I want a dark atmosphere(no fog please) for my mod. Do you know how to make it?
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#2
level thread Ambient();
VisionSetNight( "default_night" );
this paste to init();

then add this to bottom of rank.gsc

Code:
Ambient() { trans_time = 1; start_dist = 0; half_dist = 4096; half_height = 128; base_height = 512; fog_r = 0.529412; //changel to 0 for nofog fog_g = 0.454902; //change to 0 for nofog fog_b = 0.203922; //change to 0 for nofog fog_scale = 1.39892; //distance of fog's opacity start sun_col_r = 0.5; //change all to 0 for deepdark sun_col_g = 0.407843; //change all to 0 for deepdark sun_col_b = 0.27451; //change all to 0 for deepdark sun_dir_x = 0.304335; sun_dir_y = 0.15607; sun_dir_z = -0.939693; sun_start_ang = 0; sun_stop_ang = 0; time = trans_time; max_fog_opacity = 1; //more or less fog setVolFog(start_dist, half_dist, half_height, base_height, fog_r, fog_g, fog_b, fog_scale, sun_col_r, sun_col_g, sun_col_b, sun_dir_x, sun_dir_y, sun_dir_z, sun_start_ang, sun_stop_ang, time, max_fog_opacity); SetDvar( "r_lightGridEnableTweaks", 1 ); SetDvar( "r_lightGridIntensity", 1.6 ); SetDvar( "r_lightGridContrast", .05 ); setdvar( "r_lightTweakSunLight", 0.5); SetDvar( "r_skyTransition", 1 ); }

This will give you stock setting for all maps, yuo can chenge this even map to map,
exemple nuked.gsc

some other BO script
Code:
lanterns() { if (!isdefined(level._effect["lantern_light"])) { level._effect["lantern_light"] = loadfx("props/glow_latern"); } maps\mp\_fx::loopfx("lantern_light", self.origin, 0.3, self.origin + (0,0,1)); }
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#3
wowowowow do you have a screenshot? Is it really night? I mean real night?
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#4
look , i don't like deepdark for atmosphere but u can use 0

http://www.itsmods.com/forum/Thread-Testmod.html

inside mod there's link for map too
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#5
visionsetnight = nightvision, lol
and i think it only works when you got nightvision enabled (which isn't in black ops)
you probaly wanna use visionsetnaked
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#6
was a try to get other Dvar working but i realy don't remeber why there's......
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