Szuran Posted July 11, 2020 Is there a way to make the screen show a sprite when you're hurt or when you pick up an item, instead of flashing? 0 Share this post Link to post
0 snapshot Posted July 11, 2020 Not sure if this is the best way to go about it but have you tried using HudMessage to print a graphic on Pickup state of CustomInventory or Pain state of player? "Displaying images" here explains it: Pain: PLAY G 4 ACS_NamedExecuteAlways("Hurt_scrn",0,0,0,0) //Execute the script to display the graphic on pain state 0 Share this post Link to post
0 Szuran Posted July 11, 2020 (edited) 6 hours ago, sluggard said: Not sure if this is the best way to go about it but have you tried using HudMessage to print a graphic on Pickup state of CustomInventory or Pain state of player? "Displaying images" here explains it: Pain: PLAY G 4 ACS_NamedExecuteAlways("Hurt_scrn",0,0,0,0) //Execute the script to display the graphic on pain state What am I doing wrong? I get: Script error, "EXP38.wad:DECORATE" line 16: Invalid parameter 'acs_namedexecutealways ' In Player Class, I have: Pain: PLAY G 4 ACS_NamedExecuteAlways ("Hurt",1) Goto Spawn And the script (containedin map 1) #include "zcommon.acs" script "Hurt" (OPEN) { SetFont("BOLIA0"); HudMessage(s:"A"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7); } Where's the problem? EDIT: for the record, I tried to do this with a texture and with a sprite. Both give an invalid parameter. Edited July 11, 2020 by Szuran 0 Share this post Link to post
0 JadingTsunami Posted August 3, 2020 On 7/11/2020 at 11:13 AM, Szuran said: #include "zcommon.acs" script "Hurt" (OPEN) Your script argument should be "void", no? script "Hurt" (void) Anyway, I think the problem is calling execute with the same map that's playing. Try putting a "0" for the map argument (which specifies the current map). 0 Share this post Link to post
0 Szuran Posted August 4, 2020 @JadingTsunami where exactly do I put the 0 for the map? 0 Share this post Link to post
0 JadingTsunami Posted August 4, 2020 On 7/11/2020 at 11:13 AM, Szuran said: In Player Class, I have: Pain: PLAY G 4 ACS_NamedExecuteAlways ("Hurt",0) Goto Spawn It should go in the 2nd argument's place, where I placed it in bold above. 0 Share this post Link to post
0 Szuran Posted August 9, 2020 (edited) EDIT I figured it out, no problem herre. Edited August 9, 2020 by Szuran 0 Share this post Link to post
Is there a way to make the screen show a sprite when you're hurt or when you pick up an item, instead of flashing?
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