dissolve?

dreamZdreamZ Member Posts: 103
edited November -1 in Working with GS (Mac)
Hi guys.. I wonder can we do a dissolve for an actor?

Comments

  • JamieOneilJamieOneil Member Posts: 877
    by dissolve, do you mean fade ?
  • dreamZdreamZ Member Posts: 103
    yeah fade:)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi dreamZ; that's straighforward enough: use an Interpolate behavior, set the fade time you want there in Duration, and where it says Interpolate attribute, put your actor's self.Color.Alpha there. Set To: to 0.

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  • dreamZdreamZ Member Posts: 103
    Hey gyroscope. Thanks!
  • GaranasGaranas Member Posts: 86
    or

    timer -> every 0.01 sec.-> change attribute "self.Color.Alpha" to "self.Color.Alpha-x"

    x is the speed it fades out
  • DrGlickertDrGlickert Member Posts: 1,135
    Garanas said:
    or

    timer -> every 0.01 sec.-> change attribute "self.Color.Alpha" to "self.Color.Alpha-x"

    x is the speed it fades out

    No offense. but this is bad advice. Interpolate self.color is far superior to using a timer. Timers can become processor heavy and should only be used when absolutely necessary and when you can't interpolate an attribute. Also, interpolate cannot be interupted, so once it starts it goes until it's finished. So if you want to do something like change an actors color until the player touches it or does something, THEN (and only then) should you use a timer in lieu of Interpolate.
  • dreamZdreamZ Member Posts: 103
    Hi Garanas, appreciated for your reply..will try that out later..
  • GaranasGaranas Member Posts: 86
    @DrGlickert

    thanks i didn´t know that.
  • GaranasGaranas Member Posts: 86
    @DrGlickert

    i just gave it a test: interpolate actually overrules other parameters. so if a actor should die on collision it finishes interpolation first and than dies. so a timer is more flexible towards other paramerters

    but i think that´s what you meant in your last post anyway ;)
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