ctrlSetFade: Difference between revisions

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m (see also)
(framerate dependancy)
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_ctrl ctrlSetFade 0; // control is fully visible
_ctrl ctrlSetFade 0; // control is fully visible
</code>
</code>
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<dl class="command_description">
<dd class="notedate">Posted on August 28, 2017 - 11:33 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
The resulting fade speed seems like is not exactly what [[ctrlCommit]] commands it to be, as is dependant on your current framerate. Example:
<code>_ctrl ctrlSetFade 0.5;
_ctrl ctrlCommit 1;
</code>
Will actually result in:
<code>'''[60 FPS and higher]''' = ~1.0 seconds
'''[30 FPS and around]''' = ~1.2 seconds
'''[10 FPS and anything lower]''' = ~5-10 seconds
</code>
This phenomenon probably occurs because of engine time simulation disruption caused by performance damage.
</dd>
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Revision as of 10:03, 28 August 2017

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Sets wanted transparency for control animation. Requires ctrlCommit to commit changes.
Groups:
Uncategorised

Syntax

Syntax:
controlName ctrlSetFade fade
Parameters:
controlName: Control
fade: Number
Return Value:
Nothing

Examples

Example 1:
_control ctrlSetFade 1; _control ctrlCommit 5;

Additional Information

See also:
ctrlFadecutFadeOutctrlCommit

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Bottom Section

Posted on March 10, 2015 - 02:02 (UTC)
Feint
This command sets the amount of fade. For example: _ctrl ctrlSetFade 1; // hides the control
_ctrl ctrlSetFade 0.5; // control is 50% visible
_ctrl ctrlSetFade 0; // control is fully visible
Posted on August 28, 2017 - 11:33 (UTC)
Demellion
The resulting fade speed seems like is not exactly what ctrlCommit commands it to be, as is dependant on your current framerate. Example: _ctrl ctrlSetFade 0.5; _ctrl ctrlCommit 1; Will actually result in: [60 FPS and higher] = ~1.0 seconds [30 FPS and around] = ~1.2 seconds [10 FPS and anything lower] = ~5-10 seconds This phenomenon probably occurs because of engine time simulation disruption caused by performance damage.