Creating an artificial pickup

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hfc2x
Posts: 646
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

Creating an artificial pickup

Post by hfc2x »

Hey there. I know this is kinda weird, but I'd like to create an artificial pickup item using [wiki=Classes:CustomInventory]CustomInventory[/wiki] to give players items via ACS. I have everything already set already, but the screen doesn't "flash" when the item is given. I know that there's [wiki]A_SetBlend[/wiki] to emulate this effect, but I don't know the exact values that will trigger Doom's default "pickup flash" screen.

So, does anybody know which values should A_SetBlend use for this?
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Scotty
Posts: 35
Joined: Tue Mar 24, 2009 10:43 pm

Re: Creating an artificial pickup

Post by Scotty »

If you're using ACS, you can just do something like FadeTo when you give the players the items.

This is just an example, but you can do something like this:

Code: Select all

FadeTo(255, 255, 255, 0.2, 0.1);
Delay(4);
FadeTo(0, 0, 0, 0, 0.1);
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hfc2x
Posts: 646
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

Re: Creating an artificial pickup

Post by hfc2x »

Thanks! But I actually just did it with the following parameters:

Code: Select all

A_SetBlend ("d7 ba 45", 0.25, 5)
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