Here's a small contrib to the camera. It's the alpha fade from the new templates. Simply add this to the end of the handle_camera function. Also, you can use c_trace in that function without any problems as long as enable_polycollision is greater than 0.5. When the next version of 3DGS is released, this limitation will be lifted(see beta page), and you'll be able to use 0 or 0.5 with trace_hit/c_trace(properly).

Code:

var fade_toggle = 1; //0 = off; 1 = on
var fade_start = 90;
var fade_end = 60;
var temp3[3];

if(fade_toggle == 1)
{
vec_diff(temp.x, my.x, camera.x);
if(fade_start > 0)
{
temp3.x = vec_length(temp.x); // distance from camera to target
if(temp3.x < fade_start)
{
my.transparent = on; // fade to zero depending distance to fade end
player_weapon.transparent = on;
my.shadow = off;
player_weapon.shadow = off;
//NOTE: use 1st max to avoid negative alpha
//use 2nd max to avoid divide by zero
my.alpha = 100 * max(0, ((temp3.x - fade_end) / max(1,(fade_start - fade_end))));
player_weapon.alpha = my.alpha;
}
else
{
my.transparent = off;
player_weapon.transparent = off;
my.shadow = on;
player_weapon.shadow = on;
}
}
}




My User Contributions master list - my initial post links are down but scroll down page to find list to active links