GSC reference › Built-in
CreateSceneCodeImage()
Built-in (engine)
Client
Gfx
Creates a scene size code image
Signature
CreateSceneCodeImage(<localClientNum>, <name>)
Parameters
| Name | Required? | Details |
|---|---|---|
| localClientNum | Required | |
| name | Required | A unique name |
Example (from Treyarch's docs)
CreateSceneCodeImage( self.localClientNum, "freezeFrame" )
Real uses in BO3's scripts
Called 4 times in the decompiled scripts. A few, zombies first:
- scripts/shared/postfx_shared.csc, line 193
createscenecodeimage(localclientnum, self.captureimagename); - scripts/shared/postfx_shared.csc, line 232
createscenecodeimage(localclientnum, self.captureimagename); - scripts/shared/scene_shared.csc, line 1514
createscenecodeimage(localclientnum, codeimagename); - scripts/shared/scene_shared.csc, line 1737
createscenecodeimage(localclientnum, codeimagename);
Related built-ins
- FreeCodeImage()Frees a code image
- SetFilterPassCodeTexture()Sets a code texture for a filter pass - the tetxure has be to created beforehand
- codeplaypostfxbundle()Displays a postfx on the screen
- codestoppostfxbundle()Ends a postfx
- SetGenericSceneValue()Sets one of the 16 generic scene vectors used by SW shaders.
- CodeSetClientField()Sets the value for a given client field.
- SetCOD7DecodeFX()Set the hudelem string to display with a decode effect.
- setupclientfieldcodecallbacks()Registers a LUI code callback for each of the given clientfield names in a field pool.
- CodeGetUIModelClientField()Gets the value for a given player uimodel client field.
- CodeSetUIModelClientField()Sets the value for a given player uimodel client field.
- CodeGetClientField()Gets the value for a given client field.
- CodeGetPlayerStateClientField()Gets the value for a given player state client field.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).