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Screen Effects
Greven Offline
Member

Posts: 106
Threads: 13
Joined: May 2011
Reputation: 3
#2
RE: Screen Effects

All taken from amnesia wiki (http://wiki.frictionalgames.com/hpl2/amn..._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

[WIP] Recidivus
(This post was last modified: 05-12-2011, 06:21 PM by Greven.)
05-12-2011, 06:20 PM
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Messages In This Thread
Screen Effects - by X4anco - 05-12-2011, 05:59 PM
RE: Screen Effects - by Greven - 05-12-2011, 06:20 PM
RE: Screen Effects - by X4anco - 05-12-2011, 06:39 PM
RE: Screen Effects - by Greven - 05-12-2011, 06:58 PM



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