Different screen blending for different pain states / damage

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Tormentor667
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Different screen blending for different pain states / damage

Post by Tormentor667 »

Is it possible to add different screen blending for different pain states / damage types?
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Cutmanmike
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Re: Different screen blending for different pain states / damage

Post by Cutmanmike »

Apparently not but it seems like a good idea :)
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Ichor
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Re: Different screen blending for different pain states / damage

Post by Ichor »

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.
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DoomerMrT
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Re: Different screen blending for different pain states / damage

Post by DoomerMrT »

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...
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Re: Different screen blending for different pain states / damage

Post by XutaWoo »

Damage funtions do have the red/whatever blending.
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Graf Zahl
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Re: Different screen blending for different pain states / damage

Post by Graf Zahl »

Damage color is handled per player class which makes this a bit problematic.
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Cutmanmike
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Re: Different screen blending for different pain states / damage

Post by Cutmanmike »

Could it be made so the playerclasses' damage color is specified by "normal" damage?
Last edited by Cutmanmike on Fri Oct 24, 2008 4:51 am, edited 1 time in total.
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Tormentor667
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Re: Different screen blending for different pain states / damage

Post by Tormentor667 »

That would make sense
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Ghastly
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Re: Different screen blending for different pain states / damage

Post by Ghastly »

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?
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Re: Different screen blending for different pain states / damage

Post by Cutmanmike »

Well yeah :)
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.+:icytux:+.
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Re: Different screen blending for different pain states / damage

Post by .+:icytux:+. »

flashing and blinding monsters :3
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Nash
 
 
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Re: Different screen blending for different pain states / damage

Post by Nash »

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...
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Re: Different screen blending for different pain states / damage

Post by CaptainToenail »

Hmm, the tazers in Goldeneye TC for Skulltag make your screen flash white, blinding you, couldn't you just use whatever method they used?
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Re: Different screen blending for different pain states / damage

Post by Nash »

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