Quote: "Is there anyway i could make an entity have color still with the effect on or no?"
No. If you use the monochrome for example, everything on the screen is black and white. The shaders are "full screen" meaning it adjusts what you see in the dimension of the screen according to the shader. You can't have a color box using a monochrome shader.
Now you can use a shader "applied" to an entity where it is in black and white while another entity has color to it. So i can have a crate sitting on the floor and it is black and white while the truck parked to the right is color. But those are entity-specific shaders and quite different from full screen shaders.
Quote: "EDIT - I have another small problem. I placed the trigger zone at the starting position so it would appear when you start but it doesn't. I have to walk out of the zone and then re-walk into it for it to work. Does anyone know how i might make it always active? "
If you are using the shader scripts from the folder I mentioned, comment out the following line:
;:state=3,plrwithinzone=0:state=0
That will keep it always active once the player hits the zone.
If you want it to start right away and always stay on, use something like this (attach script to trigger- it can be anywhere):
;Artificial Intelligence Script
;Header
desc =
;Triggers
:state=0:state=1
:state=1:setposteffect=filmreel,state=3
:state=3:none
The above example sets the film reel process to start.
Don't forget, you can also change the effect anytime in a script using the "
setpsteffect=x", where x= the name of the effect (must be a shader in the effectbank\postprocess to match).

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