# Cutscene Fade
Grammar — Perform a Cutscene fadeIn|Fade In/Fade Out over duration seconds using color color and Transparency% amount|transparency for players players.
Flags —Native
|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 Infixed
— Durationcolor
— Colorfixed
— Amountplayergroup
— Playersbool
[ preset::Trigger_Wait_Option ] — Wait Until Done
Returns — void
native void CutsceneFade(
bool fadeIn,
fixed duration,
color inColor,
fixed amount,
playergroup players,
bool inWaitUntilDone,
);
# Related
Category: Cutscene / Cutscenes
- [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreateNoPosition ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene at Position — ( CutsceneCreateNew ) - [F] —
void
— Go To Next Cutscene Bookmark — ( CutsceneGoToNextBookmark ) - [F] —
void
— Cutscene EndScene Fired — ( TriggerAddEventCutsceneEndSceneFired ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreate ) - [F] —
int
[ preset::Cutscene ] — Last Created Cutscene — ( CutsceneLastCreated ) - [F] —
void
— Play Cutscene — ( CutscenePlay ) - [F] —
void
— Pause Cutscene — ( CutscenePause ) - [F] —
void
— Stop Cutscene — ( CutsceneStop ) - [F] —
void
— Set Cutscene Time — ( CutsceneSetTime ) - [F] —
void
— Go To Cutscene Bookmark — ( CutsceneGoToBookmark ) - [F] —
void
— Show/Hide Cutscene — ( CutsceneShow ) - [F] —
void
— Play Cutscene Range Over Time — ( CutscenePlayCutsceneRangeOverTime ) - [F] —
void
— Cutscene Fade — ( CutsceneFade ) - [F] —
int
[ preset::Cutscene ] — Dialog Item Cutscene — ( CutsceneGetTriggerControl ) - [F] —
void
— Cutscene Bookmark Fired — ( TriggerAddEventCutsceneBookmarkFired ) - [F] —
int
[ preset::Cutscene ] — Triggering Cutscene — ( EventCutsceneId ) - [F] —
string
— Triggering Cutscene Bookmark — ( EventCutsceneBookmark ) - [F] —
void
— Wait For Cutscene To End — ( WaitForCutsceneToEnd )
# Examples
# campaigns/swarm.sc2campaign
// 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
// L9113
CutsceneFade(true, 0.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
# campaigns/swarmstoryutil.sc2mod
// 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
// 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
// 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
// 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
// L4600
CutsceneFade(false, 1.0, Color(0,0,0), 100.0, PlayerGroupAll(), true)
# mods/missionpacks/novacampaign.sc2mod
// 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
// 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)