Brothersvv09
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Shaky Ground
Does anyone know the script for when the ground should shake and when to add a scream effect inside in game. Thank you!
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08-03-2012, 07:25 AM |
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Statyk
Schrödinger's Mod
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RE: Shaky Ground
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
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void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its
state. If true, the sound is never attached to the entity! Also note
that saving should on be used on looping sounds!
(This post was last modified: 08-03-2012, 07:50 AM by Statyk.)
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08-03-2012, 07:49 AM |
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Lizard
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RE: Shaky Script
void StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime);
PS: i would sugest that you do not use any number higher than 0.4 in float afAmount. I never put the amount higher than 0.3
example
void OnStart()
{
AddEntityCollideCallback("Player", "Name_Of_Area", "Name_Of_Function", true(this deletes the area after collision), 1);
}
void Name_Of_Function(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.2, 2, 0, 1);
}
0.2 = the power of the shake
2 = Is how long the shake should last
0 = How long it should take for the shake to reach max shake (0 means max is reached immediately)
1 = How long it should take for screen to be back to normal
CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-03-2012, 12:01 PM by Lizard.)
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08-03-2012, 11:38 AM |
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