vfx


Rockets


The call script is :-

vfx.Rockets(clip [,int sf = 0][,int ef = end frame][, int target = 1][, int tx = frame width][, int ty = 0 ][,int inity = frame height][, int rise = inity][, int leftx = 0][, int rightx = frame width - 1][, float life = (ef - sf) / (fps * 20)][, float interval = 0.25])


clip: input clip of constant format. Compat input not accepted.
sf: Effect Start Frame Number
ef: Effect End Frame Number
target: If set to 0 random firing as in fireworks. Otherwise target hitting.
tx: x coord of target. Not less than 3/4 th of frame width. Effective if target is not zero.
ty: Y coord of target. 0 to 1/ 4 of frame height. Effective if target is not zero.
inity: height of artillery. Frame height to 3/4 frame height. Effective if target is set to zero.
rise: Maximum height rockets can rise. Not more than inity. Effective if target is set to zero.
leftx: Left limit of artillery position. Positive value within frame width. Effective if target is set to zero.
rightx: Right limit of artillery position. Greater than leftx and within frame width. Effective if target is set to zero.
interval: Rocket firing interval in seconds. Can be 1 / fps and up to cover full duration of effect.
life: life span of each rocket.Can be 2 / fps up to full duration of effect. .

This function if target is set to zero fires Rockets from random positions in random directions and to random heights. If target is not set to zero, rockets are fired from a range in left bottom of frame to a target in right top of frame. In both cases rockets are fired at specified intervals. Each rocket lives for time specified. If rocket reaches near target a brief flash is seen.