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Postby CocoT » Wed Apr 09, 2008 2:33 pm

- New location: Update your bookmarks!
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Postby scar3crow » Wed Apr 09, 2008 2:39 pm

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Postby Spirit » Wed Apr 09, 2008 2:54 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby CocoT » Wed Apr 09, 2008 3:35 pm

- New location: Update your bookmarks!
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Postby ajay » Mon Apr 14, 2008 3:50 pm

Can you do this with models in DP?
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Postby scar3crow » Mon Apr 14, 2008 9:02 pm

Should be able, same field. I think DP might also support scale for models?
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Postby MauveBib » Mon Apr 14, 2008 10:26 pm

Yup, .alpha (0-1).

alpha 0 is forced to 1 of course, since otherwise everything would be invisible by default. -1 makes it invisible.
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Postby ajay » Tue Apr 15, 2008 12:46 pm

So that would be using DP_ENT_ALPHA ??
Could this be done dynamically; changing it thru' gameplay events - a monster could turn gradually invisible as it gets low on health?
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Postby MauveBib » Tue Apr 15, 2008 12:49 pm

Yes.

for a monster that starts with 100 health, just stick something like this in its various thinking routines:

self.alpha = self.health / 100;

Easy as cake.
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Postby scar3crow » Tue Apr 15, 2008 12:58 pm

In any state change you could do self.alpha whatever. This could be done by frames (an idle monster phasing in and out using their breathing frames as the instigator of the change, or being ghostly and fading in when attacking or taking damage based on those frames). DPmod has a mode (I think its skill 5 in dmm7 but I'm not for sure) which has such ghostly monsters.

You can set an alpha to any individual entity in a map, so if you want that particular ogre to be harder to spot, give him an alpha field in the editor of 0.6

But a special class of ogre, or all ogres... then yeah, just insert changes via self.alpha into his code.

Granted, I've never done any of this before =)
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Postby scar3crow » Tue Apr 15, 2008 12:58 pm

Dammit Mauve, I was on that like suck on a recent game - but then work got busy mid typing!
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Postby ajay » Tue Apr 15, 2008 12:58 pm

(Rubs hands in a Mr Burns style) "Excellent"

Cheers :)
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Postby ajay » Tue Apr 15, 2008 5:54 pm

Hey cool:
Image

It's not always going to be an ogre, nor a bricky box room (indeed if I coudl find my last test map it would a loverly house - daman hdd dying) but it's a nice ghost effect.

Ta. :)
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Postby CocoT » Wed Apr 16, 2008 7:29 pm

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Postby Stealth Kill » Wed Apr 16, 2008 8:02 pm

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