Env fade: Difference between revisions
Jump to navigation
Jump to search

Bug:Due to mistake in code alpha value isn't read properly from these commands but if you specify rgb it also has to be specified for the fade to work. [todo tested in ?]
(Reverted to previous version) |
(-commands moved to the bottom and added some info, concise page) |
||
Line 6: | Line 6: | ||
{{clr}} | {{clr}} | ||
== | ==Keyvalues== | ||
{{ | {{KV|Duration (seconds) |intn=duration|string|The time that it will take to fade the screen in or out.}} | ||
{{ | {{KV|Hold Fade (seconds) |intn=holdtime|string|The time to hold the faded in/out state.}} | ||
{{ | {{KV|Fade Alpha |intn=renderamt|integer|Alpha of the fade, where 0 {{=}} fully transparent and 255 {{=}} fully opaque.}} | ||
{{ | {{KV|Fade Color (R G B) |intn=rendercolor|color255|Fade color.}} | ||
{{KV|Reverse Fade Duration (seconds) |intn=ReverseFadeDuration|float|The duration of the reverse fade.|since=P2}} | |||
==Flags== | ==Flags== | ||
{{fl|1|Fade From|Screen fades ''from'' the specified color instead of ''to'' it.}} | |||
{{fl|2|Modulate|Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of <code>0 255 0</code> would mute the red and blue channels and create a green nightvision-type effect.}} | |||
{{fl|4|Triggering player only {{not in FGD}}| Only affects the screen of the {{ent|!activator}}. <code>!activator</code> is probably the easiest to reach through a [[trigger]] entity. If not checked, the fade will apply to all players.}} | |||
{{fl|8|Stay Out|Fade remains indefinitely until another fade deactivates it.}} | |||
==Inputs== | ==Inputs== | ||
Line 31: | Line 24: | ||
{{IO|Alpha|nofgd=1|Changes '''Fade Alpha'''.}} | {{IO|Alpha|nofgd=1|Changes '''Fade Alpha'''.}} | ||
{{IO|Color|nofgd=1|Changes '''Fade Color'''.}} | {{IO|Color|nofgd=1|Changes '''Fade Color'''.}} | ||
==Outputs== | == Outputs == | ||
{{IO|OnBeginFade|Fired when the fade has begun.}} | {{IO|OnBeginFade|Fired when the fade has begun.}} | ||
{{ | |||
== ConCommands == | |||
{{varcom|start}} | |||
{{varcom|fadein|float int int int int|Time (seconds), Red, Green, Blue, Alpha|Makes the screen black (or the specified color), then fades to the normal view.}} | |||
{{varcom|fadeout|float int int int int|Time (seconds), Red, Green, Blue, Alpha|Fades the screen to black (or the specified color).}} | |||
{{varcom|end}} | |||
{{bug|Due to mistake in code alpha value isn't read properly from these commands but if you specify rgb it also has to be specified for the fade to work.}} | |||
[[Category:GUI Entities]] | [[Category:GUI Entities]] |
Revision as of 13:51, 29 October 2022

Template:Base point It controls screen fades to or from a solid color. Add Duration and Hold Time together for the total time this entity will be in effect.
Keyvalues
- Duration (seconds) (duration) <string>
- The time that it will take to fade the screen in or out.
- Hold Fade (seconds) (holdtime) <string>
- The time to hold the faded in/out state.
- Fade Alpha (renderamt) <integer>
- Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- Fade Color (R G B) (rendercolor) <color255>
- Fade color.
- Reverse Fade Duration (seconds) (ReverseFadeDuration) <float> (in all games since
)
- The duration of the reverse fade.
Flags
- Fade From : [1]
- Screen fades from the specified color instead of to it.
- Modulate : [2]
- Uses attenuation blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color. Modulate actually attenuates the RGB channels. For example, a color of
0 255 0
would mute the red and blue channels and create a green nightvision-type effect.
- Triggering player only !FGD : [4]
- Only affects the screen of the !activator.
!activator
is probably the easiest to reach through a trigger entity. If not checked, the fade will apply to all players.
- Stay Out : [8]
- Fade remains indefinitely until another fade deactivates it.
Inputs
- Fade
- Start the screen fade.
- FadeReverse (in all games since
)
- Begin doing the reverse of the current fade.
- Alpha !FGD
- Changes Fade Alpha.
- Color !FGD
- Changes Fade Color.
Outputs
- OnBeginFade
- Fired when the fade has begun.
ConCommands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
fadein | float int int int int | Time (seconds), Red, Green, Blue, Alpha | Makes the screen black (or the specified color), then fades to the normal view. |
fadeout | float int int int int | Time (seconds), Red, Green, Blue, Alpha | Fades the screen to black (or the specified color). |
