ent_alphaset (var Frame, var Percent);

Generates an alpha transparency map for the MY sprite entity by multiplying the brightness of the sprite bitmap by a percent factor (-100..100). Negative percent factors produce an inverse alpha map. The alpha map can be calculated individually for each sprite frame, and gives better control than the FLARE flag. If the frame parameter is 0, the alpha map is calculated for all frames of the sprite. Useful percent values are in the range of 5..30.Ent_alphaset can only be executed once per entity, further ent_alphaset instructions are ignored until the entity is purged. Entities with the same file must have the same alpha map. Alpha maps are only effective in 16- or 32 bit modes. In a multiplayer system this instruction is only effective on the client side.

Parameters:

frame Frame number that should be used for the alpha channel. At 0 alpha channels for all frames will be built.
percent Factor of the alpha-map in percent (-100..100). Negative values inverts the alpha-map

Modifies:

my - The sprite entity that contains an alpha-map.

Speed:

Medium

Edition:

 E 

Example:

ent_alphaset(0,-15); // creates a transparency map for thick   black smoke
ent_alphaset(0,5); // creates a transparency map for thin white smoke

See also:

flare, alpha, transparent, bright