ScreenShake
Create a screen shake event on the given point.
Example:
ScreenShake( jolt.origin, 0.3, 0.3, 0.3, 3, 0.2, 3, 850, 0.5, 0.25, 0.25 ); // locationalScreenShake( (0,0,0), 0.3, 0.3, 0.3, 3, 0.2, 3, 0, 0.5, 0.25, 0.25, player ); // non locational for one player only
Parameters
| Parameter | Summary |
|---|---|
| *sourcePoint | The position of the earthquake. |
| *scalepitch | The scale of the shake in player's pitch. Max is 100; Accurate to 2 decimal places. |
| *scaleyaw | The scale of the shake in player's yaw. Max is 100; Accurate to 2 decimal places. |
| *scaleroll | The scale of the shake in player's roll. Max is 100; Accurate to 2 decimal places. |
| *duration | Duration in seconds. |
| durationfadeup | Duration in seconds, included in base duration. Default is 0. Value of -1 means duration - durationfadeup. |
| durationfadedown | Duration in seconds, included in base duration. Default is -1. Value of -1 means duration - durationfadedown. |
| radius | The radius of shake, dampens as you move away from entity. Default is 0 = shake is global |
| frequencypitch | The scaled speed of the shake's pitch. Default is 1. Max is 100; Accurate to 2 decimal places. |
| frequencyyaw | The scaled speed of the shake's yaw. Default is 1. Max is 100; Accurate to 2 decimal places. |
| frequencyroll | The scaled speed of the shake's roll. Default is 1. Max is 100; Accurate to 2 decimal places. |
| exponent | The scale is multiplied by itself 'exponent' times to determine how the shake falls off. Default is 1 which is a linear falloff. Max is 100; Accurate to 2 decimal places |
| [target] | Target is given if screen shake is to be shown to particular client only |
* = mandatory