WATERMAP

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Biff
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Post by Biff »

Works different from Sector_SetFade?
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LilWhiteMouse
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Post by LilWhiteMouse »

FadeTo() changes the players view, not the world.
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Biff
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Post by Biff »

LilWhiteMouse wrote:FadeTo() changes the players view, not the world.
You lost me on that one. The player's view of the world is the world; if the player doesn't view it, it doesn't exist, so to speak. ???

From my experiment, FadeTo changes the entire map, what I'd tend to call "the world". Is there a way to have it affect only tagged sectors?

It does give the desired foggy affect however, but I don't see how BioHazard is going to use it to color his water without also coloring the normal above-water sectors. In his DM map, players jump into and out of the water at will and some water areas (the entry/exit ports) are transfer height specials with most of the underwater area being normal sectors with no transfer height special.
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Graf Zahl
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Post by Graf Zahl »

Biff wrote:
LilWhiteMouse wrote:FadeTo() changes the players view, not the world.
You lost me on that one. The player's view of the world is the world; if the player doesn't view it, it doesn't exist, so to speak. ???

From my experiment, FadeTo changes the entire map, what I'd tend to call "the world". Is there a way to have it affect only tagged sectors?
It means that the FadeTo value is not a property of the map but of the player. That means that the affected player will see everything with the altered colors but if a second player was in the same spot he would not. Obviously this means that 'the world' has not been changed by this command!
Cyb
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Post by Cyb »

in example, if you do fadeto and then switch to a camera view, the camera will not have the fadeto color tint
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Biff
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Post by Biff »

Thanks guys, now I understand. Also I see what Bio Hazard did, simply toggle the FadeTo when the player jumps into and out of the water, and it'll affect only that particular player.
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Bio Hazard
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Post by Bio Hazard »

no, i used fadeto in the scipt thit i used for the splashing sounds:

Code: Select all

script 200 (void) // splash in south
{
	thingsound(6, "watr_in", 100);
	fadeto(0,0,255,0.35,0);
}
and when the player gets out of the water

Code: Select all

script 201 (void) // splash out south
{
	thingsound(6, "watr_out", 100);
	fadeto(255,255,255,0,0);
}
come on biff... i thought you looked at my scripts :p
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Biff
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Post by Biff »

Why yes I did sir and that's exactly why I said what I did. ??? The FadeTo is toggled between 0,0,255 and 255,255,255 when the player jumps into and out of the water. It works great by the way.
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