(04-10-2013, 12:35 PM)Adrianis Wrote: Are you referring to the very quick 'blurry zoom effect' when something scary happens, or the longer 'blurry zoom effect' you get when looking at the monsters?
You know the main hall near the beginning of the main game? The one called 02_entrance_hall? Off to the side there are 2 sets of stairs that go down into what I think is cellars (Been forever since I played) and when you return from each some of that red slim shows up and a screen effect happens along with a specific sound. I'm trying to recreate that.
(04-10-2013, 12:36 PM)JustAnotherPlayer Wrote: void FadePlayerFOVMulTo(float afX, float afSpeed);
afX - multiplier of default FOV (1 is default)
afSpeed - the speed of change between FOV's
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A shorter FOV makes it to zoom in. To change it to it's default state, the multiplier must be 1.
I'll try that out, thanks.
Edit: It's working. Threw in a radial blur for good measure and it's looking good. Haven't added slime damage areas yet but I think with a water lurker chasing ya the last thing you need is slime smacking you around (By the way the sound when that slime hits you in the main game always bugged me. it sounds like metal hitting something even though it's goo hitting flesh.) Thanks, you've both been big helps over these last months while I learn this stuff. And it turns out the sound I was looking for was Guardian Activated. Still not sure why Frictional chose to put half the sounds in convenient folders and the other half in numbered folders at seeming random.