So why does setblackout no longer work?
I'm pretty sure it was removed to prevent abuse since it was very handy for blinding a player. That does have practical use though :c
Elemental spells did that by spawning an particle on the headskin.
He's talking about clientside.
I think that using a particle is your best bet.Seeing as though they removed/disabled setBlackout. or whatever it was called
IntroductionMost games that you play have splash screens. Whether it be an PC, Xbox 360, or PS3 they all have it. Splash screens display a company logo and/or a publisher logo. Here I will teach you how to create a splash screen to add to your game. [edit]Materials NeededYou will need the following materials in order to complete this tutorial. Visual C# Express with Torque X already installed A project started from StarterGame A 800x600 image (the one you would like to use for your splash screen) [edit]Creating the Splash ScreenFollow these steps to create the splash screen for your game. 1. Add the 800x600 image to your data/images folders and make sure you have imported it into Visual C# Express. 2. Create a new file called SplashScreen.cs and copy/paste this into it: #region Using Statementsusing System;using System.Collections.Generic;using System.Text;using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Graph ics;using GarageGames.Torque.Platform;using GarageGames.Torque.Core;using GarageGames.Torque.Sim;using GarageGames.Torque.GUI;using GarageGames.Torque.MathUtil;using GarageGames.Torque.T2D;//using TorqueCombat.Canvas;#endregionnamespace StarterGame.UI{ /// <summary> /// Displays the splash ad for TankBuster, first GUI screen to become visible. /// </summary> public class SplashScreen : GUISplash, IGUIScreen { //====================================================== #region Constructors public SplashScreen() { // create the Style for our splash ad GUISplashStyle splashStyle = new GUISplashStyle(); splashStyle.FadeInSec = 2; // black to image 2 seconds splashStyle.FadeOutSec = 2; // image to black 2 seconds splashStyle.FadeWaitSec = 4; // still image for 4 seconds splashStyle.Bitmap = @"data\images\YourFileNameHere"; splashStyle.PreserveAspectRat io = true; //splashStyle.Anchor = AnchorFlags.All; // set some info for this control Name = "SplashScreen"; Style = splashStyle; Size = new Vector2(800, 600); // Changed System.Drawing.SizeF to Microsoft.Xna.Vector2 OnFadeFinished = OnSplashFinished; // create a black letterbox // only visible on widescreen displays GUIStyle lbStyle = new GUIStyle(); lbStyle.IsOpaque = true; lbStyle.FillColor[0] = Color.Black; GUIControl letterbox = new GUIControl(); letterbox.Style = lbStyle; GUICanvas.Instance.LetterBoxC ontrol = letterbox; } #endregion //====================================================== #region Public methods /// <summary> /// Callback from the Splashscreen when the splash has finished fading. /// </summary> public void OnSplashFinished() { //Load the txscene level file StarterGame.Game.Instance.Sce neLoader.Load(@"data\levels\yourlevelfile.txscene"); //Replace this with your own level loading code //create a renderable canvas for the scene GUIStyle stylePlayGui = new GUIStyle(); GUISceneview playGui = new GUISceneview(); playGui.Style = stylePlayGui; //switch over to the new canvas GUICanvas.Instance.SetContent Control(playGui); } #endregion }}3. Edit YourFileName here with the name of your splash screen image file. 4. Open up the Game.cs file. Add the following changes to display the splash screen: In top of the file, add this line to the list of 'using' clauses: using GarageGames.Torque.GUI;In Private, Protected, Internal Methods in the BeginRun method after base.BeginRun(); add this: // go to splash screen SplashScreen splashScreen = new SplashScreen(); GUIStyle splashStyle = new GUIStyle(); GUISceneview splash = new GUISceneview(); splash.Style = splashStyle; GUICanvas.Instance.SetContent Control("SplashScreen"); GraphicsDevice.VertexDeclarat ion = new VertexDeclaration(GraphicsDevice, VertexPositionColor.VertexEle ments);This initializes the Splash Screen and displays it. [edit]Platformer Starter kitIf you are using the Platformer Starter kit replace OnSplashFinished method code with the following in the SplashScreen.cs file PlatformerStarter.Game.Instan ce.SceneLoader.Load(@"data\levels\sample_level.txscene");GUIStyle playStyle = new GUIStyle();GUISceneview play = new GUISceneview();play.Name = "PlayScreen";play.Style = playStyle;GUICanvas.Instance.SetContent Control(play);PlatformerDemoGUI.Instance.GU I.Folder = GUICanvas.Instance;This loads the sample_level file (change this to match your file) and initializes a new GUI that sticks the camera to the player
I belive i found something that could bee used for this:
That is source code. AKA, you can't edit/add that to the game.