Visibility: Difference between revisions

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Visibility is distance shading/fog used in the BUILD Engine. It is originally set to whatever number DEFAULTVISIBILITY in USER.CON is defined as. 0 is considered fully bright (no fog). The higher the value
Visibility is distance shading/fog used in the BUILD Engine. It is originally set to whatever number is passed to [[gamestartup]] via DEFAULTVISIBILITY in USER.CON. 0 is considered fully bright (no fog). The higher the value, the more fog.


The [[Player Member Function]] .visibility allows you to edit this on the fly through Cons. If not constantly set it will put itself back at the value specified in DEFAULTVSIBILITY. This is useful for many effects, including creating a lantern, or flashing the screen when you fire (as with the [[flash]] command or EXPLOSION2), but without making the shading/fog fully bright.
The player structure member '''visibility''' allows you to edit this on the fly through cons. If not constantly set it will put itself back at the value specified in DEFAULTVISIBILITY. This is useful for many effects, including creating a lantern, or flashing the screen when you fire (as with the [[flash]] command or EXPLOSION2), but without making the shading/fog fully bright.
 
Trivia: [[EDuke]] 2.1 did not save this in the [[mhs]] file resulting in a game stuck on fullbright.
 
This is also used in the sector struct.
 
[[Category:Sector structure members]]
[[Category:Player structure members]]

Latest revision as of 10:26, 1 June 2014

Visibility is distance shading/fog used in the BUILD Engine. It is originally set to whatever number is passed to gamestartup via DEFAULTVISIBILITY in USER.CON. 0 is considered fully bright (no fog). The higher the value, the more fog.

The player structure member visibility allows you to edit this on the fly through cons. If not constantly set it will put itself back at the value specified in DEFAULTVISIBILITY. This is useful for many effects, including creating a lantern, or flashing the screen when you fire (as with the flash command or EXPLOSION2), but without making the shading/fog fully bright.

Trivia: EDuke 2.1 did not save this in the mhs file resulting in a game stuck on fullbright.

This is also used in the sector struct.