Difference between revisions of "HPL3/SOMA/Scripting/Effects Overview"

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SOMA registers effect classes by name, script file and numeric ID. Effect helpers retrieve them through the Effect Handler and call a typed interface. Screen and post-processing effects include shake, depth of field, tone mapping and video distortion; the Gamepad effect instead handles controller rumble.
  
 
== Registered effects ==
 
== Registered effects ==
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SOMA registers effect classes by name, script file and numeric ID. Effect helpers retrieve them through the Effect Handler and call a typed interface. Screen and post-processing effects include shake, depth of field, tone mapping and video distortion; the Gamepad effect instead handles controller rumble.
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== Before you start ==
 
== Before you start ==

Latest revision as of 14:32, 2 October 2026


SOMA registers effect classes by name, script file and numeric ID. Effect helpers retrieve them through the Effect Handler and call a typed interface. Screen and post-processing effects include shake, depth of field, tone mapping and video distortion; the Gamepad effect instead handles controller rumble.

Registered effects

Name ScriptFile ScriptClass
Shake effects/Effect_Shake.hps cScrEffect_Shake
DoF effects/Effect_DoF.hps cScrEffect_DoF
ToneMapping effects/Effect_ToneMapping.hps cScrEffect_ToneMapping
ImageTrail effects/Effect_ImageTrail.hps cScrEffect_ImageTrail
Flash effects/Effect_Flash.hps cScrEffect_Flash
Screen effects/Effect_Screen.hps cScrEffect_Screen
ChromaticAberration effects/Effect_ChromaticAberration.hps cScrEffect_ChromaticAberration
RadialBlur effects/Effect_RadialBlur.hps cScrEffect_RadialBlur
VideoDistortion effects/Effect_VideoDistortion.hps cScrEffect_VideoDistortion
TimeGlitch effects/Effect_TimeGlitch.hps cScrEffect_TimeGlitch
Sway effects/Effect_Sway.hps cScrEffect_Sway
ImageFadeFX effects/Effect_ImageFadeFX.hps cScrEffect_ImageFadeFX
Gamepad effects/Effect_Gamepad.hps cScrEffect_Gamepad


Before you start

  1. Open the map script inside your own mod. Keep its generated includes, cScrMap : iScrMap class and callback structure. See Add your first script if you have not edited a map script yet.
  2. Add the helper include shown below alongside the script’s other includes.
  3. Read the stock example before copying its calls: named entities, voice subjects, materials and callbacks must belong to the map or resources you are using.

Follow the stock example

#include "helpers/helper_effects.hps"

Effect_Shake_Start

Makes the screen shake for a certain amount of time. Returns id to the current shaking. If several calls to shake has been made the largest one is used.

Parameter Meaning
afAmount The strength of the shake.
afTime The time it shakes at full intensity (fade in and fade out are added to this).
afFadeInTime The time before it reaches full strength.
afFadeOutTime The time, after afTime is up, that it will take for the shake to reach zero strength.
avDirAmount The amount it will shake in each direction in camera space
afFrequency Times per seconds the shake will change offset. 0=every update (ie max).

In maps/chapter02/02_04_theta_outside/02_04_theta_outside.hps, SOMA calls Effect_Shake_Start as follows.

Effect_Shake_Start(0.2, 2, 12, 0);
Parameter Value in this stock call
afAmount 0.2
afTime 2
afFadeInTime 12
afFadeOutTime 0

This is an excerpt from that stock script; its referenced names and variables belong to that script.

Check your change

Save the script and restart the map in development mode with F5. If the script fails, open F1 and use Show Error List or Show HPL Log. See the development loop for the launch and debugging steps.

See also