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\rpeffect Fadeout <Target>

Posted: Sun Jun 05, 2011 7:21 pm
by Aslyn Denethorn
Okay, so as you all know, we've got a nice little rpeffect that can turn the screen dark without hiding text or our little info box on the top right-hand side. Problem is, it's universal: it can be turned on or off, but for EVERYONE, and the only way to hide it is to use \cg_draw2d 0, which also eliminates text.

So, my thought is this: can we please make it targetable as well as universal? It'd be handy if we could blind some people and not others, for the purposes of exercises and some RP abilities. Otherwise it's not really possible to do without spawning an \rpeffect over the eyes or forehead (Bolted RPeffects).

So, for example, I could type \rpeffect add fadeout Simus, and thus blind Simus while everybody else sees the game normally. Typing the usual \rpeffect remove fadeout Simus would then reverse that.

Is this possible? And if so, can we have it?

Thanks!

Posted: Sun Jun 05, 2011 7:23 pm
by Eaon Norellia
I totally support this idea

Posted: Sun Jun 05, 2011 7:36 pm
by Illrian Damaris
I support this idea fully!

It's a solid idea, having the ability to let some people see what they're doing, while others can't...that way admins can still have chat up and all but be able to see (if the blackout also works on them) but others still can't see anything without removing the text.

Image

Posted: Mon Jun 06, 2011 12:07 am
by Simus Cnydaria
/emsupport

Posted: Mon Jun 06, 2011 12:08 am
by Delmi N'jork
Eaon Norellia wrote:I totally support this idea

Posted: Mon Jun 06, 2011 12:35 am
by Rei Xaria
  • Support.
  • Support.
  • Support.

Posted: Mon Jun 06, 2011 2:49 am
by Sared Kilvan
Agreed, but conditionally.

Right now the command can be worked-around via cg_draw2d, so either restrict that command as well, or make the fadeout work differently. Perhaps if the client gave the server access to client-based graphics commands like r_drawworld?

Posted: Mon Jun 06, 2011 2:56 am
by Sebastin Creed
Sared Kilvan wrote:Agreed, but conditionally.

Right now the command can be worked-around via cg_draw2d, so either restrict that command as well, or make the fadeout work differently. Perhaps if the client gave the server access to client-based graphics commands like r_drawworld?
I know what you mean with this one, sadly it's something we are unable to check on but if yesterday was anything to go by - we seem to have some trust worthy members willing to do things properly to make things work as they should.

Though, I wouldn't say no to this kind of restriction to ensure it.

- As for Aslyn's suggestion, it's an instant support. It be a great addition to the exercises we could do as well as prep for missions.

Posted: Mon Jun 06, 2011 3:20 am
by Amoné Fayden
As I understand the reasons behind it and fully agree:

I support.

Sared makes a good point about it being bypassable but so many things are. Currently, it's already easy to dispell with cg_draw2d, this is just a request to allow the blackscreen effects to be targetting like the other effects.

If it can be fixed to no longer be removable then it's a total bonus, if not i'd still go with it!

Posted: Mon Jun 06, 2011 4:04 am
by Nastajja Arren
Support!

Posted: Mon Jun 06, 2011 4:52 am
by Johauna Darkrider
Interesting idea.. Definitelly support! :)

Posted: Mon Jun 06, 2011 6:54 am
by Soh Raun
Sared Kilvan wrote:Right now the command can be worked-around via cg_draw2d, so either restrict that command as well, or make the fadeout work differently.
Being able to bypass it with cg_draw2D can have its uses during missions, for directors... I would hope our members can "play the game" and not bypass it when its use is justified.
Sared Kilvan wrote:Perhaps if the client gave the server access to client-based graphics commands like r_drawworld?
The server can already affect client Cvars (it does so when typing the /saber command for instance). But doing so wouldn't really be necessary, as it is possible to code the fadeout effect to not be affected by cg_draw2D.

So it's more a gameplay decision than a technical limitation here.

Posted: Mon Jun 06, 2011 6:56 am
by Sebastin Creed
Is there a way to set the rpeffect fadeout to individual targets, Soh?

(sorry if that was answered! I may have missed the part...)

Posted: Mon Jun 06, 2011 7:01 am
by Soh Raun
Sebastin Creed wrote:Is there a way to set the rpeffect fadeout to individual targets, Soh?
It has yet to be coded, but yes, it is possible.
Sebastin Creed wrote:(sorry if that was answered! I may have missed the part...)
That wasn't answered.. in addressing the details, I forgot the main point of the thread :D

Posted: Mon Jun 06, 2011 7:05 am
by Sebastin Creed
Excellent! Then please please please consider coding it in there :lol:

It actually make some exercise ideas and the like that's come out of the wood work even better! So would be a great addition I'd think.