Create of any object
currentVal2 = pi/2 //If you use smooth mode
Script scrValFade()
// Makes any variable of the object fade its value.
/*
currentVal - Name of the variable
fadeSpeed - the speed of fading obviously
fadeMode - 0 for fading in, 1 for fading out, 2 for both, 3 for smooth
minVal - minimum value
maxVal - maximum value
mul - multiplier(type it in if you use smooth mode)
Notes: If you use smooth in the create event of the object that will use it type currentVal2 = pi/2;
Example: view_angle[0] = scrValFade(view_angle[0],1/20,3,-10,10,0.5);
*/
var currentVal, fadeSpeed, fadeMode, maxVal, minVal, mul;
currentVal = argument0;
fadeSpeed = argument1;
fadeMode = argument2;
minVal = argument3;
maxVal = argument4;
mul = argument5;
if fadeMode == 0
{
if currentVal < maxVal
{
currentVal += fadeSpeed;
}
return currentVal;
}
if fadeMode == 1
{
if currentVal > minVal
{
currentVal -= fadeSpeed;
}
return currentVal;
}
if fadeMode == 2
{
if currentFade == 0
{
currentVal += fadeSpeed;
if currentVal >= maxVal
{
currentFade = 1;
}
return currentVal;
}
if currentFade == 1
{
currentVal -= fadeSpeed;
if currentVal <= minVal
{
currentFade = 0;
}
return currentVal;
}
}
if fadeMode == 3
{
if currentFade == 0
{
currentVal2 += fadeSpeed;
if mul > 0
currentVal = currentVal + (abs(sin(currentVal2))*mul);
else
currentVal = currentVal + (abs(sin(currentVal2))*(-mul));
if currentVal >= maxVal
{
currentVal2 = 0;
currentFade = 1;
}
return currentVal;
}
if currentFade == 1
{
currentVal2 += fadeSpeed;
if mul > 0
currentVal = currentVal - (abs(sin(currentVal2))*mul);
else
currentVal = currentVal - (abs(sin(currentVal2))*-mul);
if currentVal <= minVal
{
currentVal2 = 0;
currentFade = 0;
}
return currentVal;
}
}