FadeFromBlack

From NWN Lexicon

Contents

[edit] FadeFromBlack(object, float)

Fades the screen from black into normal view.

void FadeFromBlack(
    object oCreature,
    FADE_SPEED_MEDIUM
);

[edit] Parameters

oCreature

Creature to fade the screen of from black to normal.

fSpeed

Determines how fast the fade occurs (FADE_SPEED_*). (Default: FADE_SPEED_MEDIUM )


[edit] Description

Fades the screen for a given creature or player from black to regular screen.



[edit] Remarks

Great for use in cutscenes or when giving the impression of time passing by. Should only be called after the screen has faded to black.


[edit] Version

1.30

[edit] Example

//Example of a simple cutscene by Lilac Soul
//If you have a script in OnCutsceneAbort, you can simply
//ClearAllActions on the PC to make the scene stop,
//then remove the invisibility visual effect and
//SetCutsceneMode to false, and destroy the copy.
 
void RunCutsceneActions();
void CreateCopy(object oPC = OBJECT_SELF);
 
void main()
{
object oPC=GetEnteringObject();
 
if (!GetIsPC(oPC)) return;
 
AssignCommand(oPC, RunCutsceneActions());
}
 
//Wrapped in its own function so that oPC can be
//OBJECT_SELF so there's no need for AssignCommand
//Making heavy use of ActionDoCommand to be able to control
//that one thing must finish before another starts
void RunCutsceneActions()
{
//Fade out the PC
ActionDoCommand(FadeToBlack(OBJECT_SELF, FADE_SPEED_FAST));
 
ActionWait(2.0);
 
ActionDoCommand(SetCutsceneMode(OBJECT_SELF, TRUE));
 
//Create a copy so we can move the invisible PC around
//and still have him think he's standing where he was
ActionDoCommand(CreateCopy());
 
//Make PC invisible
effect eInv=EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY);
 
ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInv, OBJECT_SELF));
 
//Fade PC back in
ActionDoCommand(FadeFromBlack(OBJECT_SELF, FADE_SPEED_FAST));
 
//Here then, move the invisible PC around and do whatever
//It will look like the camera is just moving, and the
//player will have the impression of standing still because
//we created a copy of him
//If having others do stuff, like oNPC, you can do this trick
//To have the NPC action added to the PC's action queue
//REMEMBER: NO MORE THAN 75 ACTIONS IN AN ACTION QUEUE!
//ActionDoCommand(AssignCommand(oNPC, ActionSpeakString("Hello")));
 
//Eventually, we call
ActionDoCommand(FadeToBlack(OBJECT_SELF, FADE_SPEED_FAST));
 
ActionWait(2.0);
 
ActionDoCommand(SetCutsceneMode(OBJECT_SELF, FALSE));
 
//Destroy the copy
ActionDoCommand(DestroyObject(GetLocalObject(GetModule(), "pccopy")));
 
ActionDoCommand(RemoveEffect(OBJECT_SELF, eInv));
 
ActionDoCommand(FadeFromBlack(OBJECT_SELF, FADE_SPEED_FAST));
}
 
//Function for creating a copy of the PC
void CreateCopy(object oPC = OBJECT_SELF)
{
object oCopy=CopyObject(oPC, GetLocation(oPC));
 
//Make sure the copy likes the PC
SetIsTemporaryFriend(oPC, oCopy);
 
//Store so we can destroy later!
SetLocalObject(GetModule(), "pccopy", oCopy);
 
}

[edit] See Also

functions: 

StopFade

constants: 

FADE_SPEED_* Constants

events: 

OnCutsceneAbort Event



 author: Charles Feduke, editor: Lilac Soul, additional contributor(s): Lilac Soul
 

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