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blur effect from aum 47
#285259
08/17/09 20:20
08/17/09 20:20
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Joined: Aug 2007
Posts: 157 England
DeD
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OP
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Posts: 157
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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
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Re: blur effect from aum 47
[Re: DeD]
#285264
08/17/09 20:27
08/17/09 20:27
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Joined: Aug 2007
Posts: 157 England
DeD
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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
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Re: blur effect from aum 47
[Re: DeD]
#285267
08/17/09 20:43
08/17/09 20:43
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Joined: Aug 2007
Posts: 157 England
DeD
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nope that dint do it. everything is just blured all the time.
any ideas on this ?
D.E.D
I use lite c
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Re: blur effect from aum 47
[Re: DeD]
#285289
08/17/09 22:48
08/17/09 22:48
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Joined: Aug 2007
Posts: 157 England
DeD
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Posts: 157
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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
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Re: blur effect from aum 47
[Re: DeD]
#285358
08/18/09 09:15
08/18/09 09:15
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chris_oat
Unregistered
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chris_oat
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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.
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Re: blur effect from aum 47
[Re: ]
#285420
08/18/09 13:18
08/18/09 13:18
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Joined: Aug 2007
Posts: 157 England
DeD
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OP
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Joined: Aug 2007
Posts: 157
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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
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Re: blur effect from aum 47
[Re: DeD]
#285469
08/18/09 17:08
08/18/09 17:08
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chris_oat
Unregistered
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chris_oat
Unregistered
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ok, post ur new code with the changes i told u
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Re: blur effect from aum 47
[Re: ]
#285476
08/18/09 17:36
08/18/09 17:36
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Joined: Aug 2007
Posts: 157 England
DeD
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OP
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Joined: Aug 2007
Posts: 157
England
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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
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Re: blur effect from aum 47
[Re: DeD]
#285483
08/18/09 17:59
08/18/09 17:59
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chris_oat
Unregistered
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chris_oat
Unregistered
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try to put the function above ur action if u not called ur function already at the beginning of ur script.
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Re: blur effect from aum 47
[Re: ]
#285487
08/18/09 18:29
08/18/09 18:29
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Joined: Aug 2007
Posts: 157 England
DeD
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OP
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Joined: Aug 2007
Posts: 157
England
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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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