thank you Let's create a cut-in and give it a try.Solved - Flash the screen white for a split second.
Hi guys, I've made a square sprite the size of the screen view and I'm trying to have this object appear for a few seconds and disappear as if there was a bomb blast or lightning strike when it rains. Could someone point me in the right direction, I'm trying to some how map this flash sprite...www.chronocrash.com
See if this thread I made a while back helps you.
After my first reply I mention that I wanted the flash screen to follow me even if I move or teleported but still manage to be in the center of the screen.
void spawn02(void vName, float fX, float fY, float fZ)
{ //Spawns entity based on left screen edge
//vName: Model name of entity to be spawned in.
//fX: X distance relative to left edge
//fY: Y height from ground
//fZ: Z location adjustment
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int XPos = openborvariant("xpos"); //Get screen edge's x position
int YPos = openborvariant("ypos"); //Get screen edge's y position
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY);
return vSpawn; //Return spawn.
}

looks phenomenal! what exact code ended up working for you?C:void spawn02(void vName, float fX, float fY, float fZ) { //Spawns entity based on left screen edge //vName: Model name of entity to be spawned in. //fX: X distance relative to left edge //fY: Y height from ground //fZ: Z location adjustment void self = getlocalvar("self"); //Get calling entity. void vSpawn; //Spawn object. int XPos = openborvariant("xpos"); //Get screen edge's x position int YPos = openborvariant("ypos"); //Get screen edge's y position clearspawnentry(); //Clear current spawn entry. setspawnentry("name", vName); //Acquire spawn entity by name. vSpawn = spawn(); //Spawn in entity. changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY); return vSpawn; //Return spawn. }
View attachment 5168
I solved it myself. Using the "spawn02" script, the player stays stuck on the screen no matter where he moves.
When using the "spawn05" code, the coordinates of the level (stage) were fixed, so if the player moved, the position would pass by, but with "spawn02", the effect would be created at the left end of the screen even if the player moved.looks phenomenal! what exact code ended up working for you?
Fortunately, "spawn02" appears in the moved location.There is a command that can also be fixed in the middle of the screen and not follow the player!
The code is spe...I forgot
This has one drawback. On a fixed screen where the scrolling has stopped, it appears correctly, but on a wide stage that moves left and right, as you can see, it does not follow the screen and comes out at the end.
This happens when the sprite width is 480 and the stage is wider than that, but I'll show you later when I get home.Hmm... can I see your spawn05 function? the result sounds different than the one I have here.
Hmm... can I see your spawn05 function? the result sounds different than the one I have here.
loop 0
energycost 106
mponly 1
delay 4
offset 35 101
@cmd degravity -0.5
frame data/sprites/sprite/chara/robert/sp-skill-b01.gif
offset 35 109
@cmd spawn05 "robert-sp" 479 0 70
@cmd spawnbind "special" 0 76 1
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
delay 3
offset 35 109
sound data/sounds/se/robert/vc-sp1.wav
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
@cmd anichange "ANI_FOLLOW5"
frame none
loop 0
energycost 106
mponly 1
delay 4
offset 35 101
@cmd degravity -0.5
frame data/sprites/sprite/chara/robert/sp-skill-b01.gif
offset 35 109
@cmd spawn02 "robert-sp" 479 0 70
@cmd spawnbind "special" 0 76 1
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
delay 3
offset 35 109
sound data/sounds/se/robert/vc-sp1.wav
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 4
drawmethod tintcolor 255_255_255
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
drawmethod tintmode 0
drawmethod tintcolor 0_0_0
frame data/sprites/sprite/chara/robert/sp-skill-b02.gif
@cmd anichange "ANI_FOLLOW5"
frame none
void spawn05(void vName, int Tx, int Ty, int Tz)
{
//Spawns entity based on level panel coordinate
void self = getlocalvar("self");
float x = getentityproperty(self, "x"); // Get entity's x coordinate
float z = getentityproperty(self, "z"); // Get entity's z coordinate
void vSpawn; //Spawn object.
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
setlocalvar("x"+self, (Tx-x));
setlocalvar("z"+self, (Tz-z));
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", Tx, Tz, Ty); //Set spawn location.
return vSpawn; //Return spawn.
}
void spawn05(void vName, float fX, float fY, float fZ)
{
//Spawns entity based on left screen edge and z axis
//
//vName: Model name of entity to be spawned in.
//fX: X distance relative to left edge
//fY: Y height from ground
//fZ: Z coordinate
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int Direction = getentityproperty(self, "direction");
int XPos = openborvariant("xpos"); //Get screen edge's position
int Screen = openborvariant("hResolution"); // Get screen width
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (Direction == 0){ //Is entity facing left?
fX = Screen-fX; //Reverse X direction to match facing and screen length
}
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX + XPos, fZ, fY); //Set spawn location.
return vSpawn; //Return spawn
this is my spawn05, I think it's from @Bloodbane
C:void spawn05(void vName, float fX, float fY, float fZ) { //Spawns entity based on left screen edge and z axis // //vName: Model name of entity to be spawned in. //fX: X distance relative to left edge //fY: Y height from ground //fZ: Z coordinate void self = getlocalvar("self"); //Get calling entity. void vSpawn; //Spawn object. int Direction = getentityproperty(self, "direction"); int XPos = openborvariant("xpos"); //Get screen edge's position int Screen = openborvariant("hResolution"); // Get screen width clearspawnentry(); //Clear current spawn entry. setspawnentry("name", vName); //Acquire spawn entity by name. if (Direction == 0){ //Is entity facing left? fX = Screen-fX; //Reverse X direction to match facing and screen length } vSpawn = spawn(); //Spawn in entity. changeentityproperty(vSpawn, "position", fX + XPos, fZ, fY); //Set spawn location. return vSpawn; //Return spawn
