# Cutscene Fade

Grammar — Perform a Cutscene fadeIn|Fade In/Fade Out over duration seconds using color color and Transparency% amount|transparency for players players.
FlagsNative | Action

Cutscene Fading allows you to manipulate the same fade system that Cutscenes use. For example, a cutscene can Fade Out the scene, then you can fade back in with this trigger. This is separate from Cinematic Fade, which only fades the game world.

# Arguments

  • bool [ preset::FadeOption ] — Fade In
  • fixed — Duration
  • color — Color
  • fixed — Amount
  • playergroup — Players
  • bool [ preset::Trigger_Wait_Option ] — Wait Until Done

Returns — void

native void CutsceneFade(
	bool fadeIn,
	fixed duration,
	color inColor,
	fixed amount,
	playergroup players,
	bool inWaitUntilDone,
);

Category: Cutscene / Cutscenes

# Examples

# campaigns/swarm.sc2campaign

MapScript.galaxy

// L5559
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L7656
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L7857
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5559
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L7656
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L7857
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# campaigns/swarmstory.sc2campaign

SwarmCampaignLib.galaxy

// L9113
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# campaigns/swarmstoryutil.sc2mod

Lib281DEC45.galaxy

// L2267
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L2977
CutsceneFade(lp_fadeInOut, lp_duration, Color(0,0,0), 100.0, PlayerGroupAll(), lp_waitDontWait)
// L3759
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L3762
CutsceneFade(true, 0.5, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L8533
CutsceneFade(false, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L8535
CutsceneFade(true, lib281DEC45_gv_zSS_StoryFadeDuration, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# campaigns/void.sc2campaign

MapScript.galaxy

// L9663
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L15497
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19227
CutsceneFade(true, 0.4, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19340
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19438
CutsceneFade(true, 0.4, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5559
CutsceneFade(false, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5563
CutsceneFade(true, 2.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5566
CutsceneFade(false, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5572
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5759
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L2994
CutsceneFade(true, 0.2, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L9663
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L15497
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19227
CutsceneFade(true, 0.4, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19340
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L19438
CutsceneFade(true, 0.4, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5559
CutsceneFade(false, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5563
CutsceneFade(true, 2.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5566
CutsceneFade(false, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5572
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5759
CutsceneFade(true, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L2994
CutsceneFade(true, 0.2, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# campaigns/voidstory.sc2campaign

VoidCampaignStoryLib.galaxy

// L121
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L1529
CutsceneFade(lp_fadeInOut, lp_duration, Color(0,0,0), 100.0, PlayerGroupAll(), lp_waitDontWait)
// L3164
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L3167
CutsceneFade(true, 0.5, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L5070
CutsceneFade(false, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L5072
CutsceneFade(true, libVCST_gv_pS_StoryFadeDuration, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# mods/heroesdata.stormmod

MapMechanicsLib.galaxy

// L2293
CutsceneFade(false, 0.0, Color(0,0,0), 0.0, libCore_gv_playerGroupFromPlayer[lp_player], true)
// L2317
CutsceneFade(false, lv_fadeDuration, Color(0,0,0), 0.0, libCore_gv_playerGroupFromPlayer[lp_player], false)
// L2346
CutsceneFade(true, lv_fadeDuration, Color(0,0,0), 0.0, libCore_gv_playerGroupFromPlayer[lp_player], false)
// L2352
CutsceneFade(true, lv_fadeDuration, Color(0,0,0), 0.0, libCore_gv_playerGroupFromPlayer[lp_player], false)

# mods/heroesdata.stormmod

StartingExperienceLib.galaxy

// L988
CutsceneFade(false, 0.0, Color(0,0,0), 0.0, libCore_gv_playerGroupFromPlayer[lv_itPlayer], false)

# mods/missionpacks/novacampaign.sc2mod

LibNCMI.galaxy

// L4600
CutsceneFade(false, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# mods/missionpacks/novacampaign.sc2mod

LibNCST.galaxy

// L121
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L1369
CutsceneFade(lp_fadeInOut, lp_duration, Color(0,0,0), 100.0, PlayerGroupAll(), lp_waitDontWait)
// L2740
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L2743
CutsceneFade(true, 0.5, Color(0,0,0), 100.0, PlayerGroupAll(), false)
// L4430
CutsceneFade(false, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
// L4432
CutsceneFade(true, libNCST_gv_nS_StoryFadeDuration, Color(0,0,0), 100.0, PlayerGroupAll(), true)

# mods/novastoryassets.sc2mod

MapScript.galaxy

// L8098
CutsceneFade(false, 2.0, Color(0.00, 0.00, 0.00), 100.0, PlayerGroupAll(), true)
// L8102
CutsceneFade(false, 0.5, Color(0.00, 0.00, 0.00), 100.0, PlayerGroupAll(), true)
// L8098
CutsceneFade(false, 2.0, Color(0.00, 0.00, 0.00), 100.0, PlayerGroupAll(), true)
// L8102
CutsceneFade(false, 0.5, Color(0.00, 0.00, 0.00), 100.0, PlayerGroupAll(), true)