# Overlay Image
Grammar — fadeIn|Fade In/Fade Out texture overlay imagePath over duration seconds using transparency% transparency (waitUntilDone|Wait/Don’t Wait until it finishes)
Flags —Native
|Action
Fade in or out a texture overlay over a specified amount of time.
# Arguments
bool
<preset::FadeOption> — Fade Infixed
— Durationstring
<filepath> — Imagefixed
— Transparencybool
<preset::Trigger_Wait_Option> — Wait Until Done
Returns — void
native void CinematicOverlay(
bool fadeIn,
fixed duration,
string imagePath,
fixed transparency,
bool waitUntilDone,
);
# Related
Category: Cinematics / Effects
- Fade In/Out —
void
— CinematicFade - Overlay Image —
void
— CinematicOverlay - Select Main Shadow Light —
void
— SelectMainShadowLight
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:2898
libNtve_gf_HideGameUI(true, PlayerGroupAll());
libNtve_gf_RestoreUnitSelection(gv_p01_USER);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
UnitSetState(gv_turret01, c_unitStateSelectable, true);
UnitSetState(gv_turret02, c_unitStateSelectable, true);
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:3102
PlayerSetAlliance(gv_p12_AUTOTURRET_ENEMY, c_allianceIdVision, gv_p01_USER, true);
TriggerExecute(gt_Computer01DefendersMove, true, false);
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:4003
VisRevealerCreate(gv_p01_USER, RegionFromId(74));
gv_revealerLab02 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:4818
VisRevealerCreate(1, RegionFromId(95));
gv_revealerTankBay = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
UIAlertClear(gv_p01_USER);
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:5263
VisRevealerCreate(1, RegionFromId(97));
gv_revealerLab03 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/thorner05s.sc2map/MapScript.galaxy:5749
VisRevealerCreate(1, RegionFromId(97));
gv_revealerLab03 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:2898
libNtve_gf_HideGameUI(true, PlayerGroupAll());
libNtve_gf_RestoreUnitSelection(gv_p01_USER);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
UnitSetState(gv_turret01, c_unitStateSelectable, true);
UnitSetState(gv_turret02, c_unitStateSelectable, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:3102
PlayerSetAlliance(gv_p12_AUTOTURRET_ENEMY, c_allianceIdVision, gv_p01_USER, true);
TriggerExecute(gt_Computer01DefendersMove, true, false);
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:4003
VisRevealerCreate(gv_p01_USER, RegionFromId(74));
gv_revealerLab02 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:4818
VisRevealerCreate(1, RegionFromId(95));
gv_revealerTankBay = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
UIAlertClear(gv_p01_USER);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:5263
VisRevealerCreate(1, RegionFromId(97));
gv_revealerLab03 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/thorner05s.sc2map — MapScript.galaxy:5749
VisRevealerCreate(1, RegionFromId(97));
gv_revealerLab03 = VisRevealerLastCreated();
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CameraLockInput(gv_p01_USER, true);
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab02.sc2map/MapScript.galaxy:6396
CameraApplyInfo(gv_pLAYER_01_USER, CameraInfoFromId(921), 0.0, -1, 10, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
CinematicFade(true, 1.0, c_fadeStyleNormal, Color(0.00, 0.00, 0.00), 0.0, false);
CameraApplyInfo(gv_pLAYER_01_USER, CameraInfoFromId(922), 12.0, -1, 10, true);
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab02.sc2map/MapScript.galaxy:6855
libNtve_gf_RestoreUnitSelection(gv_pLAYER_01_USER);
AISetUnitScriptControlled(gv_kerrigan2, false);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("DominionLab", 0.0);
libNtve_gf_CinematicMode(false, PlayerGroupAll(), c_transitionDurationImmediate);
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab03.sc2map/MapScript.galaxy:8414
TriggerExecute(gt_IntroMusic, true, false);
GameSetLighting("THorner05SSecurityCam", 0.0);
CinematicOverlay(true, 1.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
TriggerSkippableBegin(PlayerGroupAll(), 0, null, true, false);
gv_introCinematicCompleted = false;
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab03.sc2map/MapScript.galaxy:8430
SoundtrackStop(PlayerGroupAll(), c_soundtrackCategoryAmbience, true);
gv_cameraAmbienceFinished = true;
CinematicOverlay(false, 2.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
CinematicFade(false, 2.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, true);
GameSetLighting("DesertWorld", 0.0);
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab03.sc2map/MapScript.galaxy:8614
GameTimeOfDayPause(false);
PlayerSetState(gv_pLAYER_01_USER, c_playerStateXPGain, true);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
GameSetLighting("DesertWorld", 0.0);
FogSetColor(Color(69.41, 59.22, 39.61));
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab02.sc2map — MapScript.galaxy:6396
CameraApplyInfo(gv_pLAYER_01_USER, CameraInfoFromId(921), 0.0, -1, 10, true);
GameSetLighting("THorner05SSecurityCam", 0.0);
CinematicOverlay(true, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
CinematicFade(true, 1.0, c_fadeStyleNormal, Color(0.00, 0.00, 0.00), 0.0, false);
CameraApplyInfo(gv_pLAYER_01_USER, CameraInfoFromId(922), 12.0, -1, 10, true);
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab02.sc2map — MapScript.galaxy:6855
libNtve_gf_RestoreUnitSelection(gv_pLAYER_01_USER);
AISetUnitScriptControlled(gv_kerrigan2, false);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, true);
GameSetLighting("DominionLab", 0.0);
libNtve_gf_CinematicMode(false, PlayerGroupAll(), c_transitionDurationImmediate);
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab03.sc2map — MapScript.galaxy:8414
TriggerExecute(gt_IntroMusic, true, false);
GameSetLighting("THorner05SSecurityCam", 0.0);
CinematicOverlay(true, 1.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
TriggerSkippableBegin(PlayerGroupAll(), 0, null, true, false);
gv_introCinematicCompleted = false;
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab03.sc2map — MapScript.galaxy:8430
SoundtrackStop(PlayerGroupAll(), c_soundtrackCategoryAmbience, true);
gv_cameraAmbienceFinished = true;
CinematicOverlay(false, 2.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
CinematicFade(false, 2.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, true);
GameSetLighting("DesertWorld", 0.0);
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab03.sc2map — MapScript.galaxy:8614
GameTimeOfDayPause(false);
PlayerSetState(gv_pLAYER_01_USER, c_playerStateXPGain, true);
CinematicOverlay(false, 0.0, "Assets\\Textures\\securitycam1.dds", 0.0, false);
GameSetLighting("DesertWorld", 0.0);
FogSetColor(Color(69.41, 59.22, 39.61));