Increase the alpha of the actor from its present value to Alpha in Time seconds. The next action is executed only after the alpha value is reached. If the pawn has a weapon actor attached its alpha is taken from the current alpha of the pawn actor.
FadeOut(float Time, float Alpha );
Decrease the alpha of the actor from its present value to Alpha in Time seconds. The next action is executed only after the alpha value is reached. If the pawn has a weapon actor attached its alpha is taken from the current alpha of the pawn actor.
Do they have the same problem? (anims not working). I never got the SetAlpha to work, strangely.
You could use FadeOut(1.0,128) in the Setup order of the script to see if this works.
Everyone can see the difficult, but only the wise can see the simple.
-----
As strange as it sounds I am glad that it is not just me that has this issue.
That means that I am no more insane then I was yesterday.
I can still do the game the way that I want to. I just won't have ghosts that can be seen through or that can walk through walls. That would make them something other than your run of the mill ghosts, but can't imagine what.
Just one more thing to make you say Hmmmmmm.....
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
Yes jay I use that for my ghost
Spawn[()
{
Console(true);
BoxWidth(10);
BoxHeight(10);
FadeOut( 0,128);
NewOrder("Init");
}]
Works well
To slow down animation to half speed use
AnimationSpeed(0.5);
PlayAnimation("Your_animation", true, "");
in your script
And yes if the pain animation works the sound should work if you have that .wav file in your audio directory.