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blur effect from aum 47 #285259
08/17/09 20:20
08/17/09 20:20
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
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DeD  Offline OP
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Joined: Aug 2007
Posts: 157
England
view second_camera
{
pos_x = 0;
pos_y = 0;
alpha = 40; // play with this value
flags = transparent, visible;
}

starter camera_blur()
{
camera.transparent = on;
camera.alpha = 30; // play with this value
second_camera.size_x = screen_size.x;
second_camera.size_y = screen_size.y;
while (1)
{
wait (2);
second_camera.x = camera.x;
second_camera.y = camera.y;
second_camera.z = camera.z;
second_camera.pan = camera.pan;
second_camera.tilt = camera.tilt;
second_camera.roll = camera.roll;
}
}

how do i add this as a action to a model so when it walks over it the screen gose all blurd??


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285264
08/17/09 20:27
08/17/09 20:27
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
Member
DeD  Offline OP
Member

Joined: Aug 2007
Posts: 157
England
ok i got it to work as a action all need to do was change was starter camera_blur() to action camera_blur()
looks good, what dose it need so it only last a couple of seconds?


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285267
08/17/09 20:43
08/17/09 20:43
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
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DeD  Offline OP
Member

Joined: Aug 2007
Posts: 157
England
nope that dint do it. everything is just blured all the time.

any ideas on this ?


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285289
08/17/09 22:48
08/17/09 22:48
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
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DeD  Offline OP
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Joined: Aug 2007
Posts: 157
England
alright guys. im not sure if this is right,

can you take a look, an tell me whats wrong cus nothing is happening.


action camera_blur
{
my.passable = on;
my.enable_scan = on;
my.event = camera_blur;
}



view second_camera
{
pos_x = 0;
pos_y = 0;
alpha = 40; // play with this value
flags = transparent, visible;
}

function camera_blur()
{

my.event = null;
my.invisible = on;
if (you == player)
{

camera.transparent = on;
sleep (10);
camera.transparent = off;
camera.alpha = 30; // play with this value
second_camera.size_x = screen_size.x;
second_camera.size_y = screen_size.y;
while (1)
{
wait (2);
second_camera.x = camera.x;
second_camera.y = camera.y;
second_camera.z = camera.z;
second_camera.pan = camera.pan;
second_camera.tilt = camera.tilt;
second_camera.roll = camera.roll;
}


}
}


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285358
08/18/09 09:15
08/18/09 09:15

C
chris_oat
Unregistered
chris_oat
Unregistered
C



hmmm, dont u need to use instead of my.enable_scan, my.enable_impact ??

and to add like this in ur function:
{
if (event_type == EVENT_SCAN) //or EVENT_IMPACT
{


Last edited by chris_oat; 08/18/09 09:16.
Re: blur effect from aum 47 [Re: ] #285420
08/18/09 13:18
08/18/09 13:18
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
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DeD  Offline OP
Member

Joined: Aug 2007
Posts: 157
England
no still cant get it to work. another thing is. when the action is attcahed to a model. evan tho its says my.passable = on; in the actionn code,
its not passable.

and as for my.enable_impact. its not impacting with it just walking over it.


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285469
08/18/09 17:08
08/18/09 17:08

C
chris_oat
Unregistered
chris_oat
Unregistered
C



ok, post ur new code with the changes i told u

Re: blur effect from aum 47 [Re: ] #285476
08/18/09 17:36
08/18/09 17:36
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
Member
DeD  Offline OP
Member

Joined: Aug 2007
Posts: 157
England
action camera_blur
{
my.passable = on;
my.enable_scan = on;
my.event = camera_blur;
}



view second_camera
{
pos_x = 0;
pos_y = 0;
alpha = 40; // play with this value
flags = transparent, visible;
}

function camera_blur()
{

my.event = null;
my.invisible = off;
if (event_type == EVENT_SCAN)
{

camera.transparent = on;
sleep (10);
camera.transparent = off;
camera.alpha = 30; // play with this value
second_camera.size_x = screen_size.x;
second_camera.size_y = screen_size.y;
while (1)
{
wait (2);
second_camera.x = camera.x;
second_camera.y = camera.y;
second_camera.z = camera.z;
second_camera.pan = camera.pan;
second_camera.tilt = camera.tilt;
second_camera.roll = camera.roll;
}


}
}


what i did was look at this peice of code for the action an function, and tryed chagin the code i posted at the start,

function speed_boost()
{
my.event = null;
my.invisible = off;

if (you == player)
{
added_speed = 0.3; // increase player's speed with 0.3 (from 0.9 to 1.2)
sleep (3); // for 3 seconds
added_speed = 0; // now restore the initial speed (0.9)
}

}

action speed_booster
{
my.passable = on;
my.enable_scan = on;
my.event = speed_boost;
}


D.E.D

I use lite c
Re: blur effect from aum 47 [Re: DeD] #285483
08/18/09 17:59
08/18/09 17:59

C
chris_oat
Unregistered
chris_oat
Unregistered
C



try to put the function above ur action if u not called ur function already at the beginning of ur script.

Re: blur effect from aum 47 [Re: ] #285487
08/18/09 18:29
08/18/09 18:29
Joined: Aug 2007
Posts: 157
England
DeD Offline OP
Member
DeD  Offline OP
Member

Joined: Aug 2007
Posts: 157
England
i tryed that the only thing that as chaged is that the model is now passable.

if the snipit i posted at the top is is in the script as it is it works. eveything is blurd.

an if i //out the camera.transparent = on; it stops it from being blured.

but when i try it as im doing nothing happens, maybe you could try the code your self an help me work it out.


D.E.D

I use lite c

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