FadeCamera: Difference between revisions

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{{Server client function}}
__NOTOC__
__NOTOC__
This function will fade a player's camera to a color or back to normal over a specified time period. This will also effect the sound volume for the player (%50 faded = %50 volume, full fade = no sound). For clientside scripts you can perform 2 fade ins or fade outs in a row, but for serverside scripts you must use one then the other
This function will fade a player's camera to a color or back to normal over a specified time period. This will also affect the sound volume for the player (50% faded = 50% volume, full fade = no sound). For clientside scripts you can perform 2 fade ins or fade outs in a row, but for serverside scripts you must use one then the other.
{{Note|The speed of the effect depends directly on the current gamespeed.}}


==Syntax==
==Syntax==
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[player]]:fadeCamera}}
===Required Arguments===
* '''thePlayer:''' The player whose camera you wish to fade.
* '''fadeIn:''' Should the camera be faded in or out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color.
===Optional Arguments===
* '''timeToFade:''' The number of seconds it should take to fade.
* '''red:''' The amount of red in the color that the camera fades out to (0 - 255). Not required for fading in.
* '''green:''' The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
* '''blue:''' The amount of blue in the color that the camera fades out to (0 - 255). Not required for fading in.
</section>


<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )
</syntaxhighlight>
{{OOP||Camera.fade}}
===Required Arguments===
===Required Arguments===
* '''thePlayer:''' The player whos camera you wish to fade.
* '''fadeIn:''' Should the camera be faded in our out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color.
* '''fadeIn:''' Should the camera be faded in our out? Pass ''true'' to fade the camera in, ''false'' to fade it out to a color.


===Optional Arguments===
===Optional Arguments===
* '''timeToFade''' The number of seconds it should take to fade.
* '''timeToFade:''' The number of seconds it should take to fade.
* '''red''' The ammount of red in the color that the camera fades out to (0 - 255). Not require for fading in.
* '''red:''' The amount of red in the color that the camera fades out to (0 - 255). Not required for fading in.
* '''green''' The ammount of green in the color that the camera fades out to (0 - 255). Not require for fading in.
* '''green:''' The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
* '''blue''' The ammount of blue in the color that the camera fades out to (0 - 255). Not require for fading in.
* '''blue:''' The amount of blue in the color that the camera fades out to (0 - 255). Not required for fading in.
</section>


===Returns===
===Returns===
Returns ''true'' if the camera was faded succesfully, ''false'' if invalid arguments were passed to the function.
Returns ''true'' if the camera was faded successfully, ''false'' if invalid arguments were passed to the function.


==Example==
==Example==
This example fades a player called ''someguy'''s camera to red over a period of 2 seconds, then after half a second fade it back to normal again over a period of 1 second.
<section name="Server example" class="server" show="true">
When a player gets damaged, place a quick fade-to-red effect on his screen.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
myPlayer = getPlayerFromNick ( "someguy" ) -- find a player called someguy to test this on
function addRednessOnDamage ( )
fadeCamera ( myPlayer, false, 2.0, 255, 0, 0 ) -- fade the player's camera to red over a period of 2 seconds
      fadeCamera ( source, false, 1.0, 255, 0, 0 )         -- fade the player's camera to red over a period of 1 second
setTimer ( fadeCamera, 2500, 1, myPlayer, true, 1.0 ) -- set a timer to fade it back again in 2.5 seconds over 1 second
      setTimer ( fadeCameraDelayed, 500, 1, source )  -- don't let it go to opaque red, interrupt it after half a second and fade back to normal
end
addEventHandler ( "onPlayerDamage", root, addRednessOnDamage )
 
function fadeCameraDelayed(player) -- This function prevents debug warnings when the player disconnects while the timer is running.
      if (isElement(player)) then
            fadeCamera(player, true, 0.5)
      end
end
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Camera functions}}
{{Camera_functions}}
 
[[hu:fadeCamera]]
[[RO:fadeCamera]]
[[zh-cn:fadeCamera]]

Latest revision as of 02:38, 3 February 2021

This function will fade a player's camera to a color or back to normal over a specified time period. This will also affect the sound volume for the player (50% faded = 50% volume, full fade = no sound). For clientside scripts you can perform 2 fade ins or fade outs in a row, but for serverside scripts you must use one then the other.

[[{{{image}}}|link=|]] Note: The speed of the effect depends directly on the current gamespeed.

Syntax

Click to collapse [-]
Server
bool fadeCamera ( player thePlayer, bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )

OOP Syntax Help! I don't understand this!

Method: player:fadeCamera(...)


Required Arguments

  • thePlayer: The player whose camera you wish to fade.
  • fadeIn: Should the camera be faded in or out? Pass true to fade the camera in, false to fade it out to a color.

Optional Arguments

  • timeToFade: The number of seconds it should take to fade.
  • red: The amount of red in the color that the camera fades out to (0 - 255). Not required for fading in.
  • green: The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
  • blue: The amount of blue in the color that the camera fades out to (0 - 255). Not required for fading in.
Click to collapse [-]
Client
bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )

OOP Syntax Help! I don't understand this!

Method: Camera.fade(...)


Required Arguments

  • fadeIn: Should the camera be faded in our out? Pass true to fade the camera in, false to fade it out to a color.

Optional Arguments

  • timeToFade: The number of seconds it should take to fade.
  • red: The amount of red in the color that the camera fades out to (0 - 255). Not required for fading in.
  • green: The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
  • blue: The amount of blue in the color that the camera fades out to (0 - 255). Not required for fading in.

Returns

Returns true if the camera was faded successfully, false if invalid arguments were passed to the function.

Example

Click to collapse [-]
Server example

When a player gets damaged, place a quick fade-to-red effect on his screen.

function addRednessOnDamage ( )
      fadeCamera ( source, false, 1.0, 255, 0, 0 )         -- fade the player's camera to red over a period of 1 second
      setTimer ( fadeCameraDelayed, 500, 1, source )   -- don't let it go to opaque red, interrupt it after half a second and fade back to normal
end
addEventHandler ( "onPlayerDamage", root, addRednessOnDamage )

function fadeCameraDelayed(player) -- This function prevents debug warnings when the player disconnects while the timer is running.
      if (isElement(player)) then
            fadeCamera(player, true, 0.5)
      end
end

See Also