Triggering a single Interpolate Attribute from a table on a single scene using one actor.
vivi03
Member Posts: 6
Hello, I tried searching but I couldn't find how I would go about doing this.
I wanted to call out an Interpolate Attribute which involves changing a color to 0.0 on a single scene, which I have successfully implemented once the Preview button is pressed.
However, I need the Interpolate Attribute to trigger during times when the Table has a value.
[My non-working example]
1. Create an actor that had a self.Color.Alpha Constrain Attribute to a certain Table value.
2. Added an Interpolate Attribute then covered the whole scene with the actor.
3. Had a button with a rule when touch is pressed, to Change attribute from Table, to Change attribute from Table + X.
4. Created a corresponding table that has either [zero value to "not trigger the Interpolate Attribute" text value] or [the Constrain Attribute name to "Trigger the Interpolate Attribute"] going down the row in increments of X.
[Result]
Interpolate Attribute only occurs once, the first time Preview is started. It lacks any correlation to the Table.
[Note] I wanted to create a scenario when every time the button is touched, the Interpolate Attribute will jump by X and seek the table to see if it needs to trigger the attribute or not.
[Note] The effect of the Interpolate Attribute is the "Blind" effect, where the screen darkens for a second and reappears.
[Note] It may have not worked because I was't able to link the actor to a Table value. (I was able to link images to Table values due to being able to have a file name "name.gif" constrained to a table value)
There are probably a lot of holes in the above idea, so any help would be appreciated.
Thank you
I wanted to call out an Interpolate Attribute which involves changing a color to 0.0 on a single scene, which I have successfully implemented once the Preview button is pressed.
However, I need the Interpolate Attribute to trigger during times when the Table has a value.
[My non-working example]
1. Create an actor that had a self.Color.Alpha Constrain Attribute to a certain Table value.
2. Added an Interpolate Attribute then covered the whole scene with the actor.
3. Had a button with a rule when touch is pressed, to Change attribute from Table, to Change attribute from Table + X.
4. Created a corresponding table that has either [zero value to "not trigger the Interpolate Attribute" text value] or [the Constrain Attribute name to "Trigger the Interpolate Attribute"] going down the row in increments of X.
[Result]
Interpolate Attribute only occurs once, the first time Preview is started. It lacks any correlation to the Table.
[Note] I wanted to create a scenario when every time the button is touched, the Interpolate Attribute will jump by X and seek the table to see if it needs to trigger the attribute or not.
[Note] The effect of the Interpolate Attribute is the "Blind" effect, where the screen darkens for a second and reappears.
[Note] It may have not worked because I was't able to link the actor to a Table value. (I was able to link images to Table values due to being able to have a file name "name.gif" constrained to a table value)
There are probably a lot of holes in the above idea, so any help would be appreciated.
Thank you
Comments
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Thank you for your response. You definitely pointed me into the right direction!
I ended up using a table that was constrained to an attribute via an image.
Originally I just wanted to control the Interpolation by using a table value, but using 2 actors with 2 images and changing out the Graphic>Alpha values worked well enough.
As a beginner, I'm satisfied!
As far as interpolation values for images - I found a thread while researching - but it seems the Graphic>Alpha does not like the value 0.
Using the value "-0.2" and lengthening the duration, may have circumvented what may be a bug (the fade effect displays an extra blink).
Thanks again!
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