I already set the visibility low using .const_visibility, I want to combine the two to get this fade to black effect for Link3D. It only works nice when the ambient light is set low, 0.25.
pic in spoiler
This post has been edited by Fox: 24 March 2014 - 05:54 AM
Drek, on 24 March 2014 - 05:28 AM, said:
Fox, on 24 March 2014 - 11:12 AM, said:
Simon_Croes, on 24 March 2014 - 01:57 PM, said:
gamevar TEMP 0 0
onevent EVENT_DISPLAYROOMS addvar cameraz 4096 // constantly moves the camera down by 4096 z units, to simulate Duke's eyeballs being where his other balls are endevent onevent EVENT_EGS ifspawnedby APLAYER { getactor[THISACTOR].z TEMP addvar TEMP 4096 setactor[THISACTOR].z TEMP } endevent
MrGlasses, on 31 March 2014 - 06:44 AM, said:
This post has been edited by Drek: 31 March 2014 - 07:34 AM
findnearspritevar TEMP 10241 TEMP2
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Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
useractor notenemy SPAWNER findnearactor STALFOS 10241 TEMP2 ifvare TEMP2 -1 { espawnvar hitag killit } enda
useractor notenemy SPAWNER setvar TEMP 7000 findnearactorvar TEMP 10241 TEMP2 ifvare TEMP2 -1 { espawnvar hitag killit } enda
gamevar TEMP 0 2 gamevar TEMP2 0 2 useractor enemy NEWBEAST NEWBEASTSTRENGTH fall ifaction 0 { cstator 257 sizeat 40 40 ai AINEWBEASTDODGE } ifaction ANEWBEASTFROZEN state newbeastcode else { spritepal 6 state newbeastcode ifaction ANEWBEASTFROZEN break getlastpal } setvar TEMP 2000 findnearactorvar TEMP 10241 TEMP2 enda
This post has been edited by Drek: 31 March 2014 - 10:31 AM
Drek, on 31 March 2014 - 09:30 AM, said:
findnearspritevar TEMP 10241 TEMP2
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This post has been edited by Drek: 31 March 2014 - 10:40 AM
Drek, on 31 March 2014 - 10:38 AM, said:
onevent EVENT_SOUND ifvarand player[THISACTOR].gm 1 { ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD } endevent
This post has been edited by James: 19 April 2014 - 12:10 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
onevent EVENT_SOUND ifvarand player[THISACTOR].gm 1 { ifvare RETURN JIBBED_ACTOR6 setvar RETURN BONUS_SPEECH1 else // piece of cake ifvare RETURN BONUS_SPEECH1 setvar RETURN DUKE_GETWEAPON2 else // let's rock ifvare RETURN DUKE_GETWEAPON2 setvar RETURN JIBBED_ACTOR5 else // come get some ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD } endevent
This post has been edited by Fox: 19 April 2014 - 03:45 AM
Trooper Dan, on 18 April 2014 - 11:47 PM, said:
switch (x) { case 0: g_skillSoundID = JIBBED_ACTOR6; break; (...) } S_PlaySound(g_skillSoundID);
if (g_skillSoundID >= 0 && ud.config.FXDevice >= 0 && ud.config.SoundToggle) { while (S_CheckSoundPlaying(-1, g_skillSoundID)) G_HandleAsync(); }
Quote
{ (...) ifvare RETURN JIBBED_ACTOR5 setvar RETURN DAY2DIE else // DAMN I'M GOOD }
This post has been edited by James: 19 April 2014 - 04:02 AM
James, on 19 April 2014 - 12:09 AM, said:
Fox, on 19 April 2014 - 12:37 AM, said:
Helixhorned, on 19 April 2014 - 03:19 AM, said:
Helixhorned, on 19 April 2014 - 03:59 AM, said:
Helixhorned, on 19 April 2014 - 03:59 AM, said:
Fox, on 19 April 2014 - 04:28 PM, said: