Sway
This page describes SOMA’s Sway effect.
Sway offsets the player camera and sets camera roll. The implementation uses player forward movement to increase its amplitude and a sine/cosine cycle for the offset; FadeOut reduces the target size to zero.
Contents
Before you start
- Open the map script inside your own mod. Keep its generated includes,
cScrMap : iScrMapclass and callback structure. See Add your first script if you have not edited a map script yet. - Add the helper include shown below alongside the script’s other includes.
- 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_Sway_FadeIn
| Parameter | Meaning |
|---|---|
afSize |
max X size of sway |
afTime |
fade in time |
afRate |
how many sways per second |
afAngle |
sway will be around a line on XZ plane - this sets the y-axis rotation of it (degrees : 0 = along X axis) |
afInitialAmount |
how big is the initial sway size? (0.0f - 1.0f) If negative, has no effect. |
afYMul |
multiplier of afSwaySize for y |
afDecay |
how fast the swaying dies away (1.0f = never dies) |
afMoveFactor |
how much of the player's move speed to factor in |
In maps/chapter03/03_03_omicron_descent/03_03_omicron_descent.hps, SOMA calls Effect_Sway_FadeIn as follows.
Effect_Sway_FadeIn(0.05f, 1.0f, 1.0f, 0.0f);
| Parameter | Value in this stock call |
|---|---|
afSize |
0.05f
|
afTime |
1.0f
|
afRate |
1.0f
|
afAngle |
0.0f
|
This is an excerpt from that stock script; its referenced names and variables belong to that script.
Effect_Sway_SetDirect
| Parameter | Meaning |
|---|---|
afSize |
max X size of sway |
afRate |
how many sways per second |
afAngle |
sway will be around a line on XZ plane - this sets the y-axis rotation of it (degrees : 0 = along X axis) |
afInitialAmount |
how big is the initial sway size? (0.0f - 1.0f). If negative, has no effect. |
afYMul |
multiplier of afSwaySize for y |
afDecay |
how fast the swaying dies away (1.0f = never dies) |
afMoveFactor |
how much of the player's move speed to factor in |
In maps/chapter04/04_01_tau_outside/04_01_tau_outside.hps, SOMA calls Effect_Sway_SetDirect as follows.
Effect_Sway_SetDirect(fSwaySize, fSwayRate, mfSwayTimer,
1.0f, 0.25f, 1.0f, 0.0f);
| Parameter | Value in this stock call |
|---|---|
afSize |
fSwaySize
|
afRate |
fSwayRate
|
afAngle |
mfSwayTimer
|
afInitialAmount |
1.0f
|
afYMul |
0.25f
|
afDecay |
1.0f
|
afMoveFactor |
0.0f
|
This is an excerpt from that stock script; its referenced names and variables belong to that script.
Effect_Sway_FadeOut
| Parameter | Meaning |
|---|---|
afTime |
How long it takes to fade out. |
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.