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'Filters' And 'Effects'

Posted:
13 Jun 2013, 05:30
by Pommy15642
Would it be possible in any way to create an 'entity' (Not really an entity, but appears as such) that acts as a Filter? For things such as delay times, repeating/continuing for a specified amount of time, and changing values on available entities? I cannot script anything in the .cfg file that has a delay time or changes the state of a trigger/entity. It just doesn't work. Which is a big let down.
Also, what I mean by "effects" is an 'entity' that does something like a screen-shake or other client side screen/HUD effects.
If this is too much, fixing the script running errors would be fine.
Re: 'Filters' And 'Effects'

Posted:
13 Jun 2013, 05:56
by qreeves
Instead of ambiguously giving examples, it'd be much easier to know what it is exactly that you are trying to accomplish. To my knowledge there is nothing that allows you to shake the screen, as this is gameplay controlled.
Re: 'Filters' And 'Effects'

Posted:
13 Jun 2013, 19:31
by greaserpirate
Having script that work like this could be pretty cool.
I don't know about triggering other entities, but you can make delays with the 'sleep' command. For example, after you make a "script" trigger with an id of 1 you can do /worldalias on_trigger_1 [sleep 5000 [echo "Five seconds have passed."]] or something of the sort. There are also "do" and "while" loops, but I haven't messed with them much. There are some cubescript tutorials here:
http://cube.wikispaces.com/Cubescript+Tutorial
Re: 'Filters' And 'Effects'

Posted:
14 Jun 2013, 00:32
by Sniper-Goth
Well, you could always make an script that turns-on one Post-Fx effect when you pass through the entity if you know the name of the command.
Like this example: /worldalias on_trigger_1 [rotoscope 1] to turn it on and /worldalias on_trigger_2 [rotoscope ] to turn it off.
Re: 'Filters' And 'Effects'

Posted:
15 Jun 2013, 01:59
by Pommy15642
Wow...all I was missing was the 'worldalias' and 'on_trigger_<id>' Thanks so much!