Changing skybox on map load (whichskybox.nut)
Save the file to your scripts/vscripts folder as whichskybox.nut
Add a logic_script entity to your map, turn off smartedit and add a "vscripts" key with a value of whichskybox.nut
Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.
Add a logic_script entity to your map, turn off smartedit and add a "vscripts" key with a value of whichskybox.nut
Obviously you would have to adjust fog and lighting entities as well for it to not look terrible.
Skyboxes <- [ "sky_l4d_c1_1_hdr", "sky_l4d_c1_2_hdr", "sky_l4d_c2m1_hdr", "sky_l4d_night02_hdr", "sky_l4d_predawn02_hdr", "sky_l4d_c4m1_hdr", "sky_l4d_c4m4_hdr", "sky_l4d_c5_1_hdr", "sky_l4d_c6m1_hdr" ] worldspawn <- Entities.FindByClassname (null, "worldspawn"); local i = RandomInt(0,Skyboxes.len()-1); printl("Skybox is "+Skyboxes[i]); printl( worldspawn.__KeyValueFromString("skyname",Skyboxes[i]) );