Different screen blending for different pain states / damage

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Expand view Topic review: Different screen blending for different pain states / damage

Re: Different screen blending for different pain states / damage

by Nash » Sat Oct 25, 2008 3:28 pm

Flashbangs, maybe, but not for player damage. The game engine will always flash the player's screen red when he is taking damage.

Re: Different screen blending for different pain states / damage

by CaptainToenail » Sat Oct 25, 2008 5:38 am

Hmm, the tazers in Goldeneye TC for Skulltag make your screen flash white, blinding you, couldn't you just use whatever method they used?

Re: Different screen blending for different pain states / damage

by Nash » Fri Oct 24, 2008 2:40 pm

This could be useful for flashbangs, or ice damage, slime damage, whatever.

In Duke 3D, getting hit by ice will flash the screen blue, and the Enforcer's spit will flash your screen green...

Re: Different screen blending for different pain states / damage

by .+:icytux:+. » Fri Oct 24, 2008 8:18 am

flashing and blinding monsters :3

Re: Different screen blending for different pain states / damage

by Ghastly » Fri Oct 24, 2008 7:41 am

Cutmanmike wrote:Could it be made so the playerclasses' damage color is specified by "normal" damage?
And any damagetype that doesn't have a color defined as well?

Re: Different screen blending for different pain states / damage

by Tormentor667 » Fri Oct 24, 2008 4:51 am

That would make sense

Re: Different screen blending for different pain states / damage

by Cutmanmike » Fri Oct 24, 2008 4:00 am

Could it be made so the playerclasses' damage color is specified by "normal" damage?

Re: Different screen blending for different pain states / damage

by Graf Zahl » Fri Oct 24, 2008 1:52 am

Damage color is handled per player class which makes this a bit problematic.

Re: Different screen blending for different pain states / damage

by XutaWoo » Thu Oct 23, 2008 8:08 pm

Damage funtions do have the red/whatever blending.

Re: Different screen blending for different pain states / damage

by DoomerMrT » Thu Oct 23, 2008 8:44 am

I dunno, does the ACS DamageThing or ThingDamage or wtf generate screen blending? So you could assign an ACS command to inflict damage to a thing upon the projectile's impact and add A_SetBlend. I perhaps misunderstand, just a crappy idea. :roll: Not even sure if it's doable, cause the projectile can hit a wall too, etc...

Re: Different screen blending for different pain states / damage

by Ichor » Thu Oct 23, 2008 6:09 am

I suppose you could use A_SetBlend for custom pain states, but it won't be like a normal red flash (i.e. the higher the damage, the deeper the color) without a great deal of coding, if at all. However, even if you do this, there's still the original red flash that you'll have to deal with. If you can shut that off when you get hurt, then I think custom pain flashes might be possible, albeit a bit hacky. However, I'm not sure you can do that part yet.

Of course, custom pain colors would be a whole lot easier here. Perhaps there could even be a duration, from a quick blip to a slow fading like with poison damage.

Re: Different screen blending for different pain states / damage

by Cutmanmike » Thu Oct 23, 2008 5:41 am

Apparently not but it seems like a good idea :)

Different screen blending for different pain states / damage

by Tormentor667 » Thu Oct 23, 2008 5:38 am

Is it possible to add different screen blending for different pain states / damage types?

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