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
Quote
Quote
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
}
endauseractor notenemy SPAWNER
setvar TEMP 7000
findnearactorvar TEMP 10241 TEMP2
ifvare TEMP2 -1
{
espawnvar hitag
killit
}
endagamevar 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
Quote
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: