GSC reference › Built-in
RandomFade()
Built-in (engine)
Client
Gfx Called on: entity
Fade the level randomly
Signature
<entity> RandomFade(<level>)
Called on an entity: entity RandomFade(...)
Parameters
| Name | Required? | Details |
|---|---|---|
| level | Required | 0 to disable, any other value to enable (float) |
Example (from Treyarch's docs)
entity randomfade( level )
Real uses in BO3's scripts
Called 3 times in the decompiled scripts. A few, zombies first:
- scripts/shared/_oob.csc, line 83
self randomfade(0); - scripts/shared/_oob.csc, line 145
localplayer randomfade(newvalf); - scripts/shared/_oob.csc, line 174
localplayer randomfade(0);
Related built-ins
- MotionPulse_SetFadeOut()Set the motion pulse fadeout
- FadeOverTime()Set a hud element to transition in color (or alpha) over time.
- SetLevelFadeSnapshot()Sets the level fade snapshot
- StopFX()Stops a given fx.
- DeleteFX()Delete a spawned effect.
- SetUkkoScriptIndex()Set ukko index from script.
- SetFilterPassConstant()Sets the filter pass constant
- SetFXIgnorePause()Tells an effect whether or not to respect a paused world state.
- SetFilterPassEnabled()Sets the filter pass enabled or disabled
- PlayViewmodelFX()
- SetFilterPassMaterial()Sets the filter pass material
- SetLitFogBank()Sets which bank to use for all lit fog volumes with matching script id
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).