This tutorial shows you the use of the draw calls quick scripts.
# impostors as mesh wraped to another defing only object coordinates
IMPOSTORNAME "NAMEOFBASEOBJECT"
IMPOSTORNAME %NUM
# defining draw call to last rendered as for grass or transparencies
DRAWLAST
DRAWAFTER
# defining draw call to first rendered as for grass or transparencies
DRAWFIRST
DRAWBEFORE
# defining a full dynamic light attached to an Additionnal
INIT : LIGHT TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0
INIT : LIGHT CENTER 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0
INIT : LIGHT BOTTOM 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0
INIT : LIGHT COORD (X Y Z) 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0
# parameters
LOWD,MEDIUMD,HIGHD : details of the shadow map
NO SHADOW : no shadows
PENUMBRA0,PENUMBRA1,PENUMBRA2,PENUMBRA3,PENUMBRA4,PENUMBRA5 : fall off
# defining a dynamic light attached to an Additionnal with only the owner object as shadowing
INIT : SELFLIGHT ...
# defining a spoty dynamic light attached to an Additionnal
INIT : (SELF)SPOTLIGHT TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0
Orientation of the additionnal sets the shadow projection
# defining a spot mapping attached to an Additionnal
INIT : (SELF)SPOTMAP TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 NT %D SCALE %F RAD %F LOWD PENUMBRA0
Orientation of the additionnal sets the shadow projection