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		| FurtherGames   Member
 
 Posts: 72
 Threads: 23
 Joined: Apr 2013
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1
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			|  Script Codes for Fading To Black? 
 
				Hello, recently I've been working on a new conversion mod. I'm looking for script codes so that when the player collides with a script area the player will go inactive, the screen will fade to black and there is a timer so once the timer ends he teleports. If not all of this is possible to do in one function, what will I need to do?
			 
				
(This post was last modified: 05-04-2013, 01:31 PM by FurtherGames.)
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	| 05-04-2013, 11:26 AM |  |  
	
		| The chaser   Posting Freak
 
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			| RE: Script Codes for Fading To Black? 
 
				void OnStart(){
 AddEntityCollideCallback("Player", "Area", "Dothing", true, 1);
 }
 
 void Dothing (string &in asParent, string &in asChild, int alState)
 {
 SetPlayerActive(false);
 FadeOut(1);
 AddTimer("", 5, "Doelse");
 }
 
 void Doelse (string &in asTimer)
 {
 TeleportPlayer("PlayerStartArea_2");
 }
 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 05-04-2013, 11:37 AM |  |  
	
		| FurtherGames   Member
 
 Posts: 72
 Threads: 23
 Joined: Apr 2013
 Reputation: 
1
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			| RE: Script Codes for Fading To Black? 
 
				 (05-04-2013, 11:37 AM)The chaser Wrote:  void OnStart(){
 AddEntityCollideCallback("Player", "Area", "Dothing", true, 1);
 }
 
 void Dothing (string &in asParent, string &in asChild, int alState)
 {
 SetPlayerActive(false);
 FadeOut(1);
 AddTimer("", 5, "Doelse");
 }
 
 void Doelse (string &in asTimer)
 {
 TeleportPlayer("PlayerStartArea_2");
 }
 
Thanks! Is there a way so that once the screen goes black, it lights back up? I want to test it before I include the teleporting script.
 
  (05-04-2013, 11:37 AM)The chaser Wrote:  void OnStart(){
 AddEntityCollideCallback("Player", "Area", "Dothing", true, 1);
 }
 
 void Dothing (string &in asParent, string &in asChild, int alState)
 {
 SetPlayerActive(false);
 FadeOut(1);
 AddTimer("", 5, "Doelse");
 }
 
 void Doelse (string &in asTimer)
 {
 TeleportPlayer("PlayerStartArea_2");
 }
 
Thanks! Is there a way so that once the screen goes black, it lights back up? I want to test it before I include the teleporting script.
			 
				
(This post was last modified: 05-04-2013, 11:54 AM by FurtherGames.)
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	| 05-04-2013, 11:51 AM |  |  
	
		| TheGreatCthulhu   Member
 
 Posts: 213
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 Joined: Oct 2010
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32
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			| RE: Script Codes for Fading To Black? 
 
				Just add FadeIn(1); after TeleportPlayer("PlayerStartArea_2"); 
Should work.
 void Doelse (string &in asTimer){
 TeleportPlayer("PlayerStartArea_2");
 FadeIn(1);
 }
 
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	| 05-04-2013, 12:05 PM |  |  
	
		| FurtherGames   Member
 
 Posts: 72
 Threads: 23
 Joined: Apr 2013
 Reputation: 
1
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			|  RE: Script Codes for Fading To Black? 
 
				 (05-04-2013, 12:05 PM)TheGreatCthulhu Wrote:  Just add FadeIn(1); after TeleportPlayer("PlayerStartArea_2");Should work.
 
 void Doelse (string &in asTimer){
 TeleportPlayer("PlayerStartArea_2");
 FadeIn(1);
 }
 
 
Thank you it worked!
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	| 05-04-2013, 12:15 PM |  |  |