FadeCamera: Difference between revisions

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__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 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.
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.}}
''Note: The speed of the effect depends directly on the current gamespeed.''


==Syntax==
==Syntax==
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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===
===Required Arguments===
* '''thePlayer:''' The player whose camera you wish to fade.
* '''thePlayer:''' The player whose 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 or 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. Any number less than 1 makes the fade instant.
* '''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.
* '''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.
* '''green:''' The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
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bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )
bool fadeCamera ( bool fadeIn, [ float timeToFade = 1.0, int red = 0, int green = 0, int blue = 0 ] )
</syntaxhighlight>
</syntaxhighlight>
 
{{OOP||Camera.fade}}
===Required Arguments===
===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.
* '''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. Any number less than 1 makes the fade instant.
* '''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.
* '''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.
* '''green:''' The amount of green in the color that the camera fades out to (0 - 255). Not required for fading in.
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       setTimer ( fadeCameraDelayed, 500, 1, source )  -- don't let it go to opaque red, interrupt it after half a second and fade back to normal
       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
end
addEventHandler ( "onPlayerDamage", getRootElement(), addRednessOnDamage )
addEventHandler ( "onPlayerDamage", root, addRednessOnDamage )


function fadeCameraDelayed(player) -- This function prevents debug warnings when the player disconnects while the timer is running.
function fadeCameraDelayed(player) -- This function prevents debug warnings when the player disconnects while the timer is running.
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==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