| 03-07-2004, 05:30 AM | #1 |
I am working in my TD currently and I need help with my fade. Right now I got an advanced filter going that fades out over 10 seconds. This works great except it fades out in a linear function. ummm.... how do I explain this. It fades out lets say 255/10 alpha every second. Does that help you understand what I mean? Anyway, what I really need it to do is stay fully there so you can't see anything behind it for about 8 seconds and then have it fade out over 2 seconds. The reason for this is I have some Init triggers that seem to lag the game, so if I had a filter that covered the game while these were running, noone would notice there was any lag. I don't want to have a filter that faded out over 20 seconds, because I want it to be gone after 10, I just don't want it to start fading unit 8 seconds after it was applied. Can anyone help? |
| 03-07-2004, 06:24 AM | #2 |
Use several filter actions with waits in between. |
| 03-07-2004, 01:07 PM | #3 |
Also, a fade filter won't stop the laggers from coming and saying Waiting for Players Gwat(lol) 12 Seconds Left |
| 03-07-2004, 01:28 PM | #4 |
Fade in over 0.00 using white mask 0.00 0.00 0.00 Wait 1 second Fade out over 12.00 using white mask 0.00 0.00 0.00 Note to self: thats one long fade out! |
| 03-07-2004, 01:52 PM | #5 |
Indeed. But it won't effect anything. |
| 03-07-2004, 02:50 PM | #6 | ||
Quote:
I know that. What have at the start is heros rotating in a circle around an invisible sentry ward. I use Move instantly about 3.3333... times a second for 60 seconds. (don't worry, it doesn't leak). This means that any lag happening in the game from thing initializing, lets say like a leatherboard, show significantly because you are viewing the heros at first. I have separated my init trigger so that they run at different times and it cut down on lag, but the heros still pause for about half of a second and it is really noticable. So if I had my filter on completly you wouldn't be able to even see the heros until 8 seconds of the game have passed, and by then everything is initialized and they run smoothly. Quote:
That might work. [edit] that did work, but you had them backwards. When it says fade out, it doesn't mean the filter fades out, the game fades out, so the filter comes in when you have the fade out option selected. |
| 03-07-2004, 07:20 PM | #7 |
I must've misuderstood u at the time. :D Oh yes thats it i had them backwards, sry :\ |
| 03-07-2004, 08:42 PM | #8 |
wouldn't you want the players to still have control so they can kick the lagger and don't all just leave the game? |
| 03-07-2004, 09:06 PM | #9 |
wha tare u talking about? We are talking about a fade filter in the tigger editor. o_O |
