Graphics::startScreenEffect: Difference between revisions

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playLength - is how long to play the effect for in milliseconds. If 0, it plays the default length<br>if loop is true, the effect wont stop until you call _STOP_SCREEN_EFFECT on it. (only loopable effects)<br><br>Example and list of screen FX: www.pastebin.com/dafBAjs0<br>
duration - is how long to play the effect for in milliseconds. If 0, it plays the default length<br>if loop is true, the effect wont stop until you call _STOP_SCREEN_EFFECT on it. (only loopable effects)<br><br>Example and list of screen FX: www.pastebin.com/dafBAjs0<br>
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">mp.game.graphics.startScreenEffect(effectName, duration, looped);</syntaxhighlight>
<syntaxhighlight lang="javascript">mp.game.graphics.startScreenEffect(effectName, duration, looped);</syntaxhighlight>

Latest revision as of 21:17, 22 February 2019

duration - is how long to play the effect for in milliseconds. If 0, it plays the default length
if loop is true, the effect wont stop until you call _STOP_SCREEN_EFFECT on it. (only loopable effects)

Example and list of screen FX: www.pastebin.com/dafBAjs0

Syntax

mp.game.graphics.startScreenEffect(effectName, duration, looped);

Required Arguments

  • effectName: String
  • duration: int
  • looped: Boolean

Return value

  • Undefined

Example

// todo

See also