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[SOLVED] Permanent Image Trail
Damascus Offline
Senior Member

Posts: 646
Threads: 118
Joined: Mar 2012
Reputation: 29
#1
[SOLVED] Permanent Image Trail

I want to put a permanent image trail on the screen after the start of what's going to evolve into a chase scene, but for the life of me, I can't seem to get it to work, despite the fact that it should be so simple.

Here's my script:
Spoiler below!
void TimerShadowArrives(string &in asTimer)
{
StartScreenShake(0.1f,6.0f,2.0f,2.0f);
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
FadeLightTo("BoxLight_1", 0.0f, 0.0f, 0.0f, 0.0f, -1, 0.25f);
FadeLightTo("BoxLight_2", 0.3f, 0.0f, 0.0f, 0.0f, -1, 1);
FadeImageTrailTo(2.0f, 1.0f);
SetEntityActive("level_dungeon_1", false);
SetEntityActive("level_dungeon_2", true);
SetPropActiveAndFade("slime_6way_3", true, 1.0f);
SetPropActiveAndFade("slime_pile_1", true, 1.0f);
SetPropActiveAndFade("slime_pile_2", true, 1.0f);
AddEntityCollideCallback("Player", "SlimeCollide_1", "SlimeAppear1", true, 1);
AddEntityCollideCallback("Player", "SlimeCollide_2", "SlimeAppear2", true, 1);
}

The slime appears, the guardian roars, the screen shakes. Everything works as it's supposed to except the Fade Image Trail. Any reason this wouldn't be working? I also tried using (2,1) instead of (2.0f,1.0f), but it still doesn't work.

EDIT: Never mind, of course I just found out why it wasn't working when I post. I had an insanity area that turned off Image Trails when you left it. Case closed.

(This post was last modified: 03-24-2012, 07:15 AM by Damascus.)
03-24-2012, 07:13 AM
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