Scoped weapons hold breath with recovery feedback and sound. Riot shields block and deflect bullets in hand and on the back; explosive crossbow bolts, destructible map cars with round resets, and T5 map model collision work. Remote players show last stand, weapon change, jump, mantle, landing, ladder and stun animations, and server hitboxes follow the shared torso tree. GSC gains spectator follow cameras, chat, kick, vehicle paths and flight controls, physics spheres, slow motion, slide and mantle movers, damage triggers, music, ambience, rumble and live audio fades over a shared mixer. IW5 and T5 maps get sun shadows with per-stage sun selection; post-fx pipelines compile before a vision blend needs them. The lobby browser keeps focus and selection, and rooms can be password protected. Console supply and give commands search every item category. Frames and replays decode only the current wire protocol. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2.5 KiB
GSC post effects
GSC owns the presented post effects. Script presets and dvars pass through snapshot metadata to the GPU; user brightness, DoF, bloom and debug tweak settings do not suppress explicit script effects. State resets with the match.
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VisionSetNaked/Night/Pain/Thermal/MissileCam(name, seconds)and theself ...ForPlayer(name, seconds)methods selectvision/<name>.vision. An empty name restores the map preset. Global changes clear player overrides for that channel. Night follows the night vision player flag; pain blends with the base vision when health falls below half, then fades on recovery. -
self SetBlurForPlayer(radius, seconds)transitions Gaussian screen blur. Zero clears it; a new transition starts from the current blur. -
self SetDepthOfField(nearStart, nearEnd, farStart, farEnd, nearBlur, farBlur)controls focus and blur; zero distance ranges return to normal autofocus. -
SetDvar(name, value)applies globally;self SetClientDvar(s)overrides that client's values. Film supports enable, brightness, contrast, desaturation, dark desaturation, invert, and light/medium/dark RGB tints. Bothr_film...andr_filmTweak...spellings are accepted. -
Bloom supports
r_glow, radius0, bloom intensity0, cutoff and desaturation, including ther_glowTweak...spellings. DoF supportsr_dof_enable, viewmodel/near/far start/end, near/far blur, and bias. -
IW4L also accepts
r_hue/r_filmHue(degrees),r_gamma(>0),r_exposure(stops),r_saturation(1 is neutral),r_blur,r_brightnessandr_contrast. These are dvars, not new GSC natives. -
SetExpFog(start, halfway, r, g, b, [opacity,] seconds)changes map fog. The 14-argument sun-fog form is supported. Transitions blend density and packed color from the current state; the first call applies immediately. -
Earthquake(scale, seconds, origin, radius)adds a timed camera shake. Calls overlap, attenuate linearly with distance and fade over their duration. Zero radius applies globally; each call clamps scale to 1 for camera angles. Shake is presentation only and does not change player aim or collision.
self SetClientDvars("r_filmBrightness", 0.1, "r_hue", 90, "r_gamma", 1.2);
self SetClientDvar("r_filmLightTint", (1, 0.5, 0.25));
self SetBlurForPlayer(6, 0.5);
The render chain grades color, blurs the scene, then applies film, DoF and bloom. HUD remains readable. Bloom preserves the material's authored sRGB writes. Snapshots use protocol 90; host and client must share that protocol.