View Full Version : Sequencer / FadeOut
harryluck
03-31-2004, 04:24 AM
Is it possible to do a fade in / fade out in the same mission, i see in the manual it talks about StartLevelFade but... that's just for fading in a new level is it not?
harryluck
03-31-2004, 04:24 AM
Is it possible to do a fade in / fade out in the same mission, i see in the manual it talks about StartLevelFade but... that's just for fading in a new level is it not?
harryluck
03-31-2004, 01:02 PM
... anyone know about this? sorry again... nothing in the manual about fade out in track sequencer, and i've looked at both scene and camera events... it's in neither.
Key-Node
03-31-2004, 02:00 PM
There`s no native support.
But you can make it by little coding.
From cut-scene editor you can trigger mission event (They are just lua functions)
You should also mod Hud, and add function that will fade in/out full screen image, (Systemhttp://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gifrawImage)
Then by sending mission events, and calling new hud functions from mission script you can get this effect
harryluck
03-31-2004, 03:01 PM
man... that is some dirty filthy hack! http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif lol... i love it!
Thanks a million,
Harry...
ps... although, the whole LUA scripting thing is a little daunting at present... is it likely that CryTek will release a more comprehensive guide to the possibilites of the scripting and a decent couple of tutorials on it's different implementaions?
Key-Node
03-31-2004, 03:07 PM
There will be a description of all lua to cryengine interface, sometime later.
But anyway good knowledge of Lua is very essential, although it looks easy at first, it is a full programming language, and indeed needs good coding skills to use it effectivly.