11-21-2012, 05:48 PM
Yea, so you all know the default screen effects:
FadeOut, FadeImageTrailTo, etc. you name it
But i noticed that FG took some screen effects, and made them look like something new.
Something that i haven't seen in any custom story yet.
I recreated one i found.
It makes the screen jump at different times.
It is used in the storage, when the "Not-traditional-fire" lights and the girl screams.
void Function()
{
StartScreenShake(0.5f, 0.01f, 0.1f, 0.02f);
PlaySoundAtEntity("Boom", "scare_wall_stomp.snt", "Player", 0.0f, false);
AddTimer("Shake_1", 0.2f, "ShakeTimer");
AddTimer("Shake_2", 0.6f, "ShakeTimer");
AddTimer("Shake_3", 1.2f, ShakeTimer");
AddTimer("Shake_4", 1.5f, "ShakeTimer");
AddTimer("Shake_5", 2.5f, "ShakeTimer");
AddTimer("Shake_6", 4.0f, "ShakeTimer");
}
void ShakeTimer(string &in asTimer)
{
if(asTimer == "Shake_1")
{
StartScreenShake(0.7f, 0.1f, 0.05f, 0.02f);
PlaySoundAtEntity("thunmp", "scare_tingeling", "Player", 0.0f, false);
}
if(asTimer == "Shake_2")
{
StartScreenShake(1.0f, 0.01f, 0.05f, 0.1f);
FadeRadialBlurTo(1, 0.1f);
}
if(asTimer == "Shake_3")
{
PlaySoundAtEntity("creak", "00_creak", "Player", 2, false);
StartScreenShake(0.3f, 0.01f, 0.05f, 0.02f);
}
if(asTimer == "Shake_4")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}
if(asTimer == "Shake_5")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}
if(asTimer == "Shake_6")
{
StopSound("creak", 4.0f);
FadeRadialBlurTo(0, 0.1f);
}
}
You can also make the monster-sanitydrain-vision by using low values of FadeRadialBlurTo
I'd like to know, if you have any custom screen effects? And would you share them?
FadeOut, FadeImageTrailTo, etc. you name it
But i noticed that FG took some screen effects, and made them look like something new.
Something that i haven't seen in any custom story yet.
I recreated one i found.
It makes the screen jump at different times.
It is used in the storage, when the "Not-traditional-fire" lights and the girl screams.
Spoiler below!
void Function()
{
StartScreenShake(0.5f, 0.01f, 0.1f, 0.02f);
PlaySoundAtEntity("Boom", "scare_wall_stomp.snt", "Player", 0.0f, false);
AddTimer("Shake_1", 0.2f, "ShakeTimer");
AddTimer("Shake_2", 0.6f, "ShakeTimer");
AddTimer("Shake_3", 1.2f, ShakeTimer");
AddTimer("Shake_4", 1.5f, "ShakeTimer");
AddTimer("Shake_5", 2.5f, "ShakeTimer");
AddTimer("Shake_6", 4.0f, "ShakeTimer");
}
void ShakeTimer(string &in asTimer)
{
if(asTimer == "Shake_1")
{
StartScreenShake(0.7f, 0.1f, 0.05f, 0.02f);
PlaySoundAtEntity("thunmp", "scare_tingeling", "Player", 0.0f, false);
}
if(asTimer == "Shake_2")
{
StartScreenShake(1.0f, 0.01f, 0.05f, 0.1f);
FadeRadialBlurTo(1, 0.1f);
}
if(asTimer == "Shake_3")
{
PlaySoundAtEntity("creak", "00_creak", "Player", 2, false);
StartScreenShake(0.3f, 0.01f, 0.05f, 0.02f);
}
if(asTimer == "Shake_4")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}
if(asTimer == "Shake_5")
{
StartScreenShake(0.7f, 0.02f, 0.05f, 0.05f);
}
if(asTimer == "Shake_6")
{
StopSound("creak", 4.0f);
FadeRadialBlurTo(0, 0.1f);
}
}
You can also make the monster-sanitydrain-vision by using low values of FadeRadialBlurTo
I'd like to know, if you have any custom screen effects? And would you share them?