I made some Night-Vision Goggles based off of DN3D, but I want it to have a "digitalized" overlay effect when on, theres two overlay sprites that loop when the Night-Vision item is activated, "NGOGA0" and "NGOGB0". The problem with it is that the digital overlay stays on after it turns off, I would like the overlay to be gone when the player deactivates it. I have tried different ways to change or remove the overlay but it doesn't seem to work. As it stands " NightVisionOverlay:" doesn't seem to be working at all at the moment. Any help to resolve this issue would be much obliged.
ACTOR NightVisionGoggles : CustomInventory 484
{
//$Category BO3D - Gear
+ALWAYSPICKUP
+COUNTITEM
+NOGRAVITY
+INVENTORY.ALWAYSPICKUP
+INVENTORY.INVBAR
+INVENTORY.KEEPDEPLETED
+INVENTORY.HUBPOWER
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.UNTOSSABLE
Inventory.Amount 200
Inventory.MaxAmount 200
Scale 0.6
Radius 30
Height 32
Inventory.PickupFlash "PickupFlash"
Inventory.Icon "GOGGE0"
Inventory.PickupSound "NVG"
Inventory.PickupMessage "Picked up a pair of night-vision goggles!"
States
{
Spawn:
GOGG A 15
GOGG B 3
GOGG C 3
GOGG D 3
GOGG E 3
GOGG D 3
GOGG C 3
GOGG B 3
Loop
Use:
TNT1 A 0 A_JumpIfInventory("NightVisionOnFlag", 1, "TurnOff")
TNT1 A 0 A_GiveInventory("Colorize", 1)
TNT1 A 0 A_GiveInventory("PowerNightVision", 1)
TNT1 A 0 A_TakeInventory("NightVisionGoggles", 1)
TNT1 A 0 A_GiveInventory("NightVisionOnFlag", 1)
TNT1 A 0 A_GiveInventory("NightVisionIcon", 1)
TNT1 A 0 A_Overlay(5, "NightVisionOn", 1)
TNT1 A 0 A_PlaySound("GOGGLES")
Stop
TurnOff:
TNT1 A 0 A_TakeInventory("Colorize", 1)
TNT1 A 0 A_TakeInventory("PowerNightVision", 1)
TNT1 A 0 A_GiveInventory("NightVisionGoggles", 1)
TNT1 A 0 A_TakeInventory("NightVisionOnFlag", 1)
TNT1 A 0 A_TakeInventory("NightVisionIcon", 1)
TNT1 A 0 A_GiveInventory("NightVisionOverlay", 1)
TNT1 A 0 A_PlaySound("GOGGLES")
Stop
NightVisionOn: //<----------------------------------------------Looping Overlay (Stays on screen when deactivated)
NGOG A 3 A_TakeInventory("NightVisionGoggles", 1)
NGOG B 3
NGOG A 3
NGOG B 3
NGOG A 3
NGOG B 3
NGOG A 3
NGOG B 3
NGOG A 3
NGOG B 3
NGOG A 3
NGOG B 3
Loop
NightVisionOverlay: //<---------------------------------------------Not Working
TNT1 A 1 A_Log("Overlay Deactivated")
Loop
}
}
ACTOR PowerNightVision : PowerLightAmp
{
Powerup.Duration -1 // Nightvision depletion speed (adjust if needed)
}
ACTOR Colorize : Powerup
{
Powerup.Color GreenMap
Powerup.Colormap 0.0, 0.0, 0.0, 0.1, 0.8, 0.0
Powerup.Duration 0x7FFFFFFF
}
ACTOR NightVisionToggle : Inventory
{
Inventory.MaxAmount 1
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
States
{
Use:
TNT1 A 0 A_GiveInventory("NightVisionGoggles", 1) // Ensure goggles are in inventory
TNT1 A 0 A_TakeInventory("NightVisionGoggles") // Simulate using the goggles item
Stop
}
}
ACTOR NightVisionOnFlag : Inventory
{
Inventory.MaxAmount 1
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
States
{
Spawn:
TNT1 A 1
Stop
}
}
ACTOR NightVisionOverlay : Inventory
{
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
States
{
Inventory:
TNT1 A 1
Loop
}
}
ACTOR NightVisionIcon : Inventory
{
+NOINTERACTION
+INVENTORY.UNDROPPABLE
Inventory.Icon "NVGFA0"
Inventory. MaxAmount 1
States
{
Spawn:
TNT1 A 0
}
}
Made a cool night-vision mod, but need help with custom overlay.
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.

