BIS_fnc_setPPeffectTemplate

From Bohemia Interactive Community
Revision as of 13:24, 1 July 2022 by Lou Montana (talk | contribs) (Text replacement - "<code>(\[?[^\[]+\]?) *(\[\[)?(call|spawn)(\]\])? *(\[\[)?(BI(N|S)_fnc_[a-zA-Z0-9_]+)(\]\])?;?<\/code>" to "<sqf>$1 $3 $6;</sqf>")
Jump to navigation Jump to search
Hover & click on the images for description

Description

Description:
Apply post-process effects according to template from CfgPostprocessTemplates.
Execution:
call
Groups:
Systems

Syntax

Syntax:
[template, transition, global] call BIS_fnc_setPPeffectTemplate
Parameters:
template: String - (Optional, default "Default") the template name. An invalid value will fall back to "Default".
Available game templates are:
  • "Default"
  • "BlackAndWhite"
  • "Mediterranean"
  • "EastWind"
  • "RealIsBrown"
transition: Number - (Optional, default 0) time to apply the post-process
global: Boolean - (Optional, default true in MP, false in SP) should the post-process be broadcast over the network
Return Value:
Boolean - true when done

Examples

Example 1:
["Mediterranean", 3, false] call BIS_fnc_setPPeffectTemplate;
Example 2:
"RealIsBrown" call BIS_fnc_setPPeffectTemplate;
Example 3:
"MyPurplePP" call BIS_fnc_setPPeffectTemplate; // can use a template defined in Description.ext

Additional Information

See also:
Post process effects ppEffectCreate ppEffectForceInNVG ppEffectEnable ppEffectEnabled ppEffectDestroy ppEffectCommit ppEffectCommitted ppEffectAdjust

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