I want to make monster that turns invincible and uses the same kind of inverted color translation as player when he picks up the invul sphere. After some time it runs out, it blinks just like player and turns vulnerable and normal. I can change the translation, make it blink, change it's flags to not show bloodsplats etc. no problem.
Problem is the translation looks bad if the monster is not always bright. But I don't know if it's possible to force all it's frames to become temporarilly bright. Any ideas?
Forcing all frames to be bright
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: Forcing all frames to be bright
How about changing the BRIGHT flag on and off using DECORATE's A_ChangeFlag or ZScript's bBRIGHT?
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- Posts: 1740
- Joined: Fri Sep 23, 2005 9:17 am
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Re: Forcing all frames to be bright
Oh, how the hell did I missed that? I remember trying to search for bright on Flags page and getting nothing. Yeah, that solves my problem, thanks.