[Help] Low health fade/blood splatter effect
- CaptainManiac
- Topic Author
- Cacodemon
- Posts: 103
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- CaptainManiac
- Topic Author
- Cacodemon
- Posts: 103
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- BadMojo
- Wicked
- Posts: 224
Ive also been messing around with a blood splatter image, another thing id suggest is to set an alpha flag on the hudmessage... so that the blood can be seen through rather than disrupting the view, so try this one: HudMessage(s:"A";HUDMSG_FADEOUT | HUDMSG_ALPHA,0,CR_RED, 0.5,-0.5,1.0, 3.0, 0.5);
the last number is the alpha, 1.0 being full opaque and 0.0 being invisible.. so 0.5 is a good starting point.... or I guess if your using true colour for your graphics, then a 50% translucency applied to the image will also work... might also want to play with the second to last number, which is the fade out time aswell... 3.0 might be ok.
Theres alot of things Id like to play with in your code so I can add it to my megawad Im working on (you were right, it is a good idea ), so if I come up with anything good Ill post it in the workshop or pm it to you... might even make my own blood splats in photoshop and have the code randomly choose one on each call to make the effect more natural... well anyway, good luck
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- MagicWazard
- Moderator
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- BadMojo
- Wicked
- Posts: 224
if that makes any sense at all.... I did ask at zdoom forums but no ones noticed it yet
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- MagicWazard
- Moderator
- Posts: 808
BadMojo wrote: Actually, I was wondering if there was a way to capture taking damage so we can get this working when being shot rather than getting to a certain health level?
if that makes any sense at all.... I did ask at zdoom forums but no ones noticed it yet
Probably just calling the ACS each time the player goes to his Pain state. The player always goes to his Pain state when taking damage, so there's no risk of it not triggering for certain attacks/damage sources.
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- BadMojo
- Wicked
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- BadMojo
- Wicked
- Posts: 224
Its a little bit more complicated than before, but it works.. Map01 is just a test map that uses script 1 (the original thing we were doing, but with a few more additions to the code, Ive commented what Ive done).. blood splatter will now also work when getting shot or taking damage.
If it wasnt for the fact that it modifies the doomplayer actor, this could be a good addition to the sfx section here on realm.
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- MagicWazard
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- Posts: 808
BadMojo wrote: If it wasnt for the fact that it modifies the doomplayer actor, this could be a good addition to the sfx section here on realm.
There's no rule against modding the player actor for SFX. Obviously you'd want to include detailed instructions if you were to go that route, of course.
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- BadMojo
- Wicked
- Posts: 224
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