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.end_game()
{
end_game_trig waittill ("trigger");
black_screen stuff here
wait(12);
tom_end_game stuff here
}
theres probably a function that fades the players vision. have a look in campaign scripts, you'll definitely find something in there.
BTW, could you also post the code for toms end game script aswell?
or maybe theres already a black vision file for you to use with setvision function which already has an argument for the transition time
also i think theres something related to what daedra said in flares.gsc if you can take a look and unsderstand

warp_player(pos)
{
self endon("death");
self endon("disconnect");
if(!isDefined(self.warpblack))
{
self.warpblack = NewClientHudElem( self );
self.warpblack.x = 0;
self.warpblack.y = 0;
self.warpblack.horzAlign = "full";
self.warpblack.vertAlign = "fullscreen";
self.warpblack.foreground = false;
self.sort = 50;
self.warpblack.alpha = 0;
self.warpblack SetShader( "black", 640, 480 );
}
self.warpblack FadeOverTime( .75 );
self.warpblack.alpha = 1;
wait(.75);
self setorigin(pos);
self.warpblack FadeOverTime( .75 );
self.warpblack.alpha = 0;
}Edit: Also I found something in Ber3.gsc, could this be something?
Yes, this is basically doing just what I described.
- Phil.
end_game()
{
end_game_trig waittill ("trigger");
self endon("death");
self endon("disconnect");
if(!isDefined(self.warpblack))
{
self.warpblack = NewClientHudElem( self );
self.warpblack.x = 0;
self.warpblack.y = 0;
self.warpblack.horzAlign = "full";
self.warpblack.vertAlign = "fullscreen";
self.warpblack.foreground = false;
self.sort = 50;
self.warpblack.alpha = 0;
self.warpblack SetShader( "black", 640, 480 );
}
self.warpblack FadeOverTime( .75 );
self.warpblack.alpha = 1;
wait(.75);
self setorigin(pos);
self.warpblack FadeOverTime( .75 );
self.warpblack.alpha = 0;
wait(12);
tom_end_game stuff here
}end_game()
{
end_game_trig waittill ("trigger");
warpblack = NewHudElem();
warpblack.x = 0;
warpblack.y = 0;
warpblack.horzAlign = "full";
warpblack.vertAlign = "fullscreen";
warpblack.foreground = false;
warpblack.sort = 50;
warpblack.alpha = 0;
warpblack SetShader( "black", 640, 480 );
warpblack FadeOverTime( .75 );
warpblack.alpha = 1;
wait(12);
tom_end_game stuff here
}
warpblack SetShader( "black", 640, 480 );end_game()
{
end_game_trig waittill ("trigger");
warpblack = NewHudElem();
warpblack.horzAlign = "fullscreen";
warpblack.vertAlign = "fullscreen";
warpblack.foreground = false;
warpblack.sort = 50;
warpblack.alpha = 0;
warpblack SetShader( "black", 640, 480 );
warpblack FadeOverTime( .75 );
warpblack.alpha = 1;
wait(12);
tom_end_game stuff here
}
No. Try that.
