FadeFromBlack
From NWN Lexicon
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[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: | |
constants: | |
events: |
author: Charles Feduke, editor: Lilac Soul, additional contributor(s): Lilac Soul