Gamestudio Links
Zorro Links
Newest Posts
Executing Trades on Next Bar Open
by Zheka. 06/20/24 14:26
Lapsa's very own thread
by rki. 06/19/24 11:27
A simple game ...
by VoroneTZ. 06/18/24 10:50
Face player all the time ...
by bbn1982. 06/18/24 10:25
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (Martin_HH, TipmyPip), 1,279 guests, and 10 spiders.
Key: Admin, Global Mod, Mod
Newest Members
squik, AemStones, LucasJoshua, Baklazhan, Hanky27
19060 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 5 1 2 3 4 5
Re: Blood Splatters [Re: Metal_Thrasher] #41426
02/25/05 03:50
02/25/05 03:50
Joined: Apr 2003
Posts: 46
rappo Offline
Newbie
rappo  Offline
Newbie

Joined: Apr 2003
Posts: 46
Yep. How to use it with the player walk file template. may you post also the wdl files? Thanks in advance.

Re: Blood Splatters [Re: rappo] #41427
02/25/05 04:15
02/25/05 04:15
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
well, it's actauly really easy to implement. First include your blood wdl file before the was.wdl then in your war.wdl file goto my.siginal=_detected
and where the damamge thing is put the last lines I showed in the original post.


-Johnny Thrash
Re: Blood Splatters [Re: Metal_Thrasher] #41428
02/25/05 11:00
02/25/05 11:00
Joined: Jan 2005
Posts: 229
Atlantis Offline
Member
Atlantis  Offline
Member

Joined: Jan 2005
Posts: 229
Thank you for the contribution. Nice work!

Re: Blood Splatters [Re: Atlantis] #41429
02/25/05 11:16
02/25/05 11:16
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
Thanks


-Johnny Thrash
Re: Blood Splatters [Re: Metal_Thrasher] #41430
02/25/05 13:53
02/25/05 13:53
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
The code itself is not too bad, but the graphics are slightly unrealistic... try more rounded blood droplet shapes, in a slightly darker shade of red (or if you want streaks, make them more apparent streaks). They also may blend into your scene better with a little more alpha.


--Eric
Re: Blood Splatters [Re: Nadester] #41431
02/25/05 13:55
02/25/05 13:55
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
Thanks for the tips Nadester.
I almost feel bad about what I wrote in Morbius


-Johnny Thrash
Re: Blood Splatters [Re: Metal_Thrasher] #41432
02/25/05 14:04
02/25/05 14:04
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
No problem.

You "almost" feel bad


--Eric
Re: Blood Splatters [Re: Metal_Thrasher] #41433
02/25/05 19:26
02/25/05 19:26
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,142
California
Your script rocks!
Thanks for sharin' it

Re: Blood Splatters [Re: Metal_Thrasher] #41434
02/25/05 20:34
02/25/05 20:34
Joined: Apr 2003
Posts: 46
rappo Offline
Newbie
rappo  Offline
Newbie

Joined: Apr 2003
Posts: 46
Sorry, Im not a programmer. I edit in this way. It is the proper manner? Could I define something?
// if the player has been detected...
// if the player has been detected...
if(MY._SIGNAL == _DETECTED){
effect(bloodburstspezial,13,TARGET,nullvector);
ent_create (bloodspri, TARGET, bloodiest);
TRACE_MODE = IGNORE_ME + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_MODELS + IGNORE_SPRITES + IGNORE_MAPS + ACTIVATE_SHOOT;

TRACE (gun_muzzle,gun_target);//this will have to be change to work for you

create(bloodspri, TARGET, bloodiest2);}

{
MY._SIGNAL = 0;
state_attack(); // ATTACK!
return;
}
}

force = 0; // no force from this actor
actor_move(); // react to outside forces (gravity, etc) even while waiting
waitt(1);
}
}



Quote:

well, it's actauly really easy to implement. First include your blood wdl file before the was.wdl then in your war.wdl file goto my.siginal=_detected
and where the damamge thing is put the last lines I showed in the original post.




Re: Blood Splatters [Re: rappo] #41435
02/25/05 21:41
02/25/05 21:41
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
It goes here in the fight event
Code:
 function fight_event()
{
if((EVENT_TYPE == EVENT_SCAN && indicator == _EXPLODE)
|| (EVENT_TYPE == EVENT_SHOOT && indicator == _GUNFIRE))
{
MY._SIGNAL = _DETECTED; // by shooting, player gives away his position
effect(bloodburstspezial,13,TARGET,nullvector);

ent_create (bloodspri, TARGET, bloodiest);
TRACE_MODE = IGNORE_ME + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_MODELS + IGNORE_SPRITES + IGNORE_MAPS + ACTIVATE_SHOOT;

TRACE (gun_muzzle,gun_target);

create(bloodspri, TARGET, bloodiest2);


@Zeroframe,
Thanks


-Johnny Thrash
Page 2 of 5 1 2 3 4 5

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1