eprentJoin Date: 2013-10-17 Post Count: 15007 |
I'm planning on some kind of motion-blur effect, however I can't find the correct method for doing this..
I don't need a full script, just a link to it on wiki or something, thanks.:) |
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You could try using the Changed event
event Changed(Property property)
Member of Instance
Summary:
Fired after a property changes value. The property argument is the name of the property
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eprentJoin Date: 2013-10-17 Post Count: 15007 |
Changed is for values. |
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Exactly. If you want to know when a player moves their camera, then this should work. What I previously posted was directly from the object browser in studio.
event Changed(Property property)
Its an event that is directly in the camera such as
camera.Changed:connect(function()
blah blah
end)
When a value in the camera changes, that will output what property changed. You can then use an if statement to see if the property is a CoordinateFrame
CoordinateFrame CoordinateFrame
Member of Camera
Summary:
The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus.
So pretty much to sum all of that up, the changed event is called when ANY property in the camera changes, and returns what property changed. Check if that property is the CoordinateFrame, and if so that means the position/rotation of the camera has changed. |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
@deathknight
Unfortunately, the Changed event does not fire for properties that contain UserData, such as Vector3s or CFrames (at least last time I checked). Therefore it would not work. The only way I see to do this is with a loop. |
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@blockoo: Actually, that depends on if the property is coded to fire the Changed event. But for parts, CFrame and Vector3 values don't fire (IDK about Size, actually. Maybe that does) |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
Actually the changed events do fire them now, so camera.Changed would catch the CFrame changing.
Test:
local x = Instance.new("Part");
x.Changed:connect(function(y) print(y); end);
x.CFrame = CFrame.new(1, 1, 1);
Should output Position, Rotation, and CFrame
And it's also cool because you can detect when velocity changes now (IIRC) |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
Well cool, ROBLOX made a worthwhile update while I was gone lol |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
By "now" I mean for at least that past 3 months. |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
@cnt
I was gone for 2 years and only came back like a month ago :P |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
There were a lot of amazing updates while you were gone.
My personal favorite is probably the shadows and dynamic lighting since they really change the feel of a game IMO. |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
@cnt
Yeah I noticed that lol. I've actually started making a horror game with it. It's buggy and slow, but at least it's there. |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
It's not buggy or slow for me at all.
But then again, my quality is at 1 since I have a terrible graphics card and not the best processor in the world. |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
@cnt
The main problem I've noticed with it is when you attach a light source to a moving object. I can tell that the lighting is rendering in (fairly large) time intervals, and there's periods of maybe half a second where the light stays still until it redraws itself. |
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AmexurousJoin Date: 2014-01-28 Post Count: 324 |
its beta shh |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
The higher the quality the less that shows for me when tested on a computer with better specs. |
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blockooJoin Date: 2007-11-08 Post Count: 17202 |
I haven't tried changing my quality before. Is it the QualityLevel property under the Rendering tab? |
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cntkillmeJoin Date: 2008-04-07 Post Count: 49450 |
Just do it from menu->game settings |
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