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Screen Effects - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Screen Effects (/thread-7958.html) |
Screen Effects - X4anco - 05-12-2011 Hello peoples Does anybody know how to make screen effects, if so is there a list of effects or failing that how to make a effects as in when you have a flash back? I have done all the movement etc RE: Screen Effects - Greven - 05-12-2011 All taken from amnesia wiki (http://wiki.frictionalgames.com/hpl2/amnesia/script_functions) Screen Effects void FadeOut(float afTime); Fades the screen to black. afTime - time in seconds until the screen is completly black void FadeIn(float afTime); Fades the screen back to normal. afTime - time in seconds until the screen back to normal void FadeImageTrailTo(float afAmount, float afSpeed); Applies the image trail effect to the screen. afAmount - intensity (default: 0) afSpeed - time in seconds until full effect void FadeSepiaColorTo(float afAmount, float afSpeed); Makes the screen go dark red. afAmount - intensity (default: 0) afSpeed - time in seconds until full effect void FadeRadialBlurTo(float afSize, float afSpeed); Applies radial blur effects to the screen. afSize - intensity (default: 0) afSpeed - time in seconds until full effect void SetRadialBlurStartDist(float afStartDist); Determines at which distance the radial blur effects appear. afStartDist - the distance at which the effect starts void StartEffectFlash(float afFadeIn, float afWhite, float afFadeOut); Fades the screen to white. afFadeIn - time in seconds until screen is white afWhite - determines to which percentage the screen fades to white (1.0 = completly white) afFadeOut - time in seconds until screen is back to normal again void StartEffectEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound); Fades the screen to white and shows a text message. asTextCat - the category in the .lang file asTextEntry - the text entry in the .lang file asSound - the sound to play while fading void AddEffectVoice(string& asVoiceFile, string& asEffectFile, string& asTextCat, string& asTextEntry, bool abUsePosition, string& asPosEntity, float afMinDistance, float afMaxDistance); This adds a voice and an effect to be played. It is okay to call this many times in order to play many voices in a row. The EffectVoiceOverCallback is not called until ALL voices have finished. asVoiceFile - the voice to play asEffectFile - the effect to play asTextEntry - the text entry in the .lang file asTextCat - the category in the .lang file abUsePosition - ? asPosEntity - the entity at which the effect appears afMinDistance - minimum distance to see the effect afMaxDistance - maximum distance to see the effect void StopAllEffectVoices(float afFadeOutTime); Stops all voices and calls the EffectVoiceOverCallback. bool GetEffectVoiceActive(); Checks whether EffectVoices are still active. void SetEffectVoiceOverCallback(string& asFunc); Sets the function to be called when the EffectVoices are finished. Callback snytax: void MyFunc() bool GetFlashbackIsActive(); Checks whether a flashback is still in effect. void StartPlayerSpawnPS(string& asSPSFile); void StopPlayerSpawnPS(); Not sure what this does, but it has something to do with particle systems. void PlayGuiSound(string& asSoundFile, float afVolume); Plays a sound, not using 3D. asSoundFile - the sound to play (extension is .snt) afVolume - the volume of the sound void StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime); Shakes the screen. afAmount - intensity of the shake afTime - duration of the shake afFadeInTime - time in seconds until full intensity is reached afFadeOutTime - time until screen is back to normal RE: Screen Effects - X4anco - 05-12-2011 Thank-you ![]() ![]() ![]() ![]() RE: Screen Effects - Greven - 05-12-2011 Your Welcome! ![]() |