Page 1 of 1

New bits

Posted: Sun Jul 24, 2011 12:12 am
by Mit
Hia.
There'll be a few more script bits coming in the next few weeks (i.e. 0.56.0), i'll make notes on 'em here as they're added.

First off, cutscene images, e.g. :

Code: Select all

	myImage = Image( "http://website.com/image1.bmp", 0 );
	myImage.FadeIn( 1, 2 );
	myImage.FadeOut( 7, 8 );
	myImage.SetPos( 0.5, 0.5 );
All totally self-explanatory i presume :)

Posted: Sun Jul 24, 2011 3:26 pm
by morbydvisns
yaaaayyyy!!!


is there something of the sort with OSD as well?

Posted: Sun Jul 24, 2011 10:20 pm
by Mit
Not yet. :)

Two cutscene vector functions added : SetToPlayerCameraPosition, SetToPlayerCameraTargetPosition. e.g

Code: Select all

camPosEnd = Vector(); 
camTargetEnd = Vector();
camPosEnd.SetToPlayerCameraPosition();	
camTargetEnd.SetToPlayerCameraTargetPosition();

useful for smooth(ish) transitions back to the normal view at the end of a cutscene.

New serverscript event : 'AccessBuilding'. when a player walks up to the building and presses CTRL to access it, the event is triggered on the server. (Which i believe provides a much easier way of using buildings on your world to do 'stuff' on demand).

This combines with some other (somewhat major) changes to the UI and way menus are accessed in 0.56.0, and on that theme, theres a new 'Scripted' BuildingType - These don't do anything much, but provide a 'cleaner' way of making buildings that are there just so you can hang scripts off em.

New system variable : 'gBuildingAccessNum' gives you the individual building 'record num' (not the 'type') being accessed in particular events. The events where this is valid are : BuildingTriggered, AccessBuilding, NewBuilding, BuildingDestroyed, BuildingPurchase, BuildingTriggerSequenceComplete and EndSequence (when triggered from a building)

Posted: Mon Jul 25, 2011 1:16 am
by morbydvisns
There was something I ran into before with multiple camera location blends.. it would pause between the two, don't recall if its been addressed before, since, yanno, its been a while. I just recall a time where I needed the camera movement to change trajectory but a half or quarter second pause made it pretty oogly.

Posted: Mon Jul 25, 2011 1:17 am
by morbydvisns
o yea and if all this could be implemented in crow-based subspace modes, would be mega-choice.



or tradable buildings, at least ;)

Posted: Mon Jul 25, 2011 10:35 am
by zaroba
awesome, thanks mit

i can make great use of all of those on the worlds i'm currently making.

Re: New bits

Posted: Fri Dec 23, 2011 1:23 am
by morbydvisns
Mit wrote: next few weeks (i.e. 0.56.0)


::checks calendar::


blimey!