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FPSC Classic Product Chat / Damage in MP

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Message
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 13th Dec 2006 18:41
Hi, I know that the damage hud is defaul on FPSC. But I can't seem to get it to work on MP maps. Is this just another thing that MP doesn't accomidate? Or do I have to tweak a control?

Meh...
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 14th Dec 2006 18:00
Anyone? I've searched this but nothing came up.

Meh...
Storm 6000
19
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Joined: 10th Oct 2004
Location:
Posted: 14th Dec 2006 18:15
If im honest im not sure without testing I know you cna change it and I think it is buggy but i seem to remember it working at some point :/

Thanks
Adam
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 14th Dec 2006 18:45 Edited at: 14th Dec 2006 19:21
Hmm, that's odd, as all the MP games I've created don't have it. Even though 'eyehud' is set in the Eyedamage section of the global script.



Could someone please help, if it is possible.

Meh...
Storm 6000
19
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Joined: 10th Oct 2004
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Posted: 14th Dec 2006 22:36
have you checked the hud image is in the correct place for your game?could be an export fault?

Thanks
Adam
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 14th Dec 2006 23:03
the "eyehud" image that flashes onto the screen when the player takes damage does not appear in multiplayer.

DOH

Good news is, that you could copy some of the code out of the visual damage system and use it in the multiplayer's levelsetup.fpi, it works a treat, I've done it myself.

check out the visual damage system script by searching

"visual damage system"


in the script forum

peas.

butters

Storm 6000
19
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Joined: 10th Oct 2004
Location:
Posted: 15th Dec 2006 13:07
yes of corse thats what i did add it manually i remember now thanks for the memory jog butters

Thanks
Adam
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 15th Dec 2006 20:23
Thanks alot!

Meh...
Butt monkey
17
Years of Service
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Joined: 7th Dec 2006
Location: Scotland
Posted: 16th Dec 2006 13:06
Following butters advice I'm now using his VDS code in my level setup. However, I want to create a transparent red screen which flashes on when you are damaged. This would obviously fill thw whole screen.

When I try t convert is to dds. using dds. convertor 2 it says that the size is not to the power of 2 :/

What size does the image have to be?

Meh...
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 16th Dec 2006 13:18
it means that the size of the image must be square:
128x128
256x256
512x512

and so on.

I'd go somewhere inbetween 128x128 and 256x256

you should be able to get a hud flash up every time your hit by using the

Shotdamage=1

condition during state=1 of the setuplevel.fpi script. You'll have to read the script and suss out how the bloodsplats are created (in the script) and placed on the screen, then make a new bloodsplat, that fills the screen (use the eyehud.dds image for a size reference) and have it flash up and fade away in the same line.

Butt monkey
17
Years of Service
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Joined: 7th Dec 2006
Location: Scotland
Posted: 16th Dec 2006 13:26
k, thanks Ill give it a go.

Meh...

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