ZylonBane on 21/4/2005 at 20:49
And the new health potions look like lava lamps.
New Horizon on 21/4/2005 at 22:50
Hmmm, not sure what can be done about the models but I would just be happy if I had to avoid being blinded. I'll pick at it in my spare time but if anyone else would like to help, it would be appreciated. I grow weary.
Bumbleson on 22/4/2005 at 00:23
Use a script that modifies screen tinting when the player receives a flash bomb stimulus. Screen tint is specified in RGBA values (red, green, blue, alpha). The alpha value is the amount of opacity of the tint. 255 is fully opaque. I got bearable results with the following script (put it on the PlayerGarrett archetype):
Condition:
When linked object(s) [MYSELF] take greater than [0.00] of stimulus [StimulusType Blind]
Actions:
Activate screen tinting to RGBA 0 0 0 0
Shift screen color from RGBA 255 255 255 255 to RGBA 0 0 0 235 in 2.00 seconds
Delay 1.00 GAME seconds
Shift screen color from RGBA 0 0 0 235 to 0 0 0 0 in 15.00 seconds
Deactivate screen tinting
Reset script conditions and actions
This has some quirks left:
- It only works when the flashbomb goes off rather close to the player. Possible improvement: if there's a script condition that triggers when a flashbomb goes off (or when it "dies"), you could put the script on the flashbomb and then query if the detonation happened within a certain distance to the player.
- There's a glitch when blooming is turned on. Screen tinting seems to disable blooming temporarily and when tinting is switched off, there's a harsh visible transition.
- The effect does trigger no matter which direction the player is looking. I don't know if it's possible to take this into account, but if it is, it'll be complicated (messing with vulnerabilities on different body locations etc.)
New Horizon on 22/4/2005 at 02:36
I had something similar working...but equally buggy.
I used a condition on the object instead.
something like this.
When object hits the ground.
Query if object is in view
The actions using the rgba fades were similar but you've gotten them much more exact.
I'm going to try again with my settings tomorrow.
New Horizon on 22/4/2005 at 13:20
I'm going to try a few different configurations. I'll applying the triggerscript to the flashbomb flash and change the script to this.
When linked object(s) [PLAYER] take greater than [0.00] of stimulus [StimulusType Blind]
Query if object is in view. (I think this is a ninety degree view radius)
Actions:
Activate screen tinting to RGBA 0 0 0 0
Shift screen color from RGBA 255 255 255 255 to RGBA 0 0 0 235 in 2.00 seconds
Delay 1.00 GAME seconds
Shift screen color from RGBA 0 0 0 235 to 0 0 0 0 in 15.00 seconds
Deactivate screen tinting
Reset script conditions and actions
I'll post my findings.
New Horizon on 22/4/2005 at 17:51
I wonder if Stimulus Type Flash would be better to use? Haven't the time to try it now, but using the steps above seems to yield more accurate results...although it's still applying the damage to the players body and not what the player sees. So close.
GRRR.
rujuro on 22/4/2005 at 17:54
This is totally a guess, I may be way off here. Are you using the AND conditional operator to make sure that the player took stimulus AND it was in view, not one or the other? Is there even an AND? Or is that the default...
New Horizon on 22/4/2005 at 18:08
Quote Posted by rujuro
This is totally a guess, I may be way off here. Are you using the AND conditional operator to make sure that the player took stimulus AND it was in view, not one or the other? Is there even an AND? Or is that the default...
Hmmm, not sure if there is an "AND" stimulus. Haven't happened to notice one. I'm assuming "AND" is default. This works for the most part but it's just getting it to only affect Garrett when he's looking at it.
rujuro on 22/4/2005 at 18:43
Right, that's why I suggested the AND (not knowing if there even is one, very helpful, I know), to make sure that it required both the object in view and the stimulus. Oh well.
Fallen+Keeper on 22/4/2005 at 18:53
After all those missions his eyes got used to it. :ebil: