While i was working on my reload function, i had the idea of making an overlay-specific state so it shows how much ammo is left (for tactical reasons).
But accedently broke the function. When the third overlay (indirevammoused3) in the function was called, it would instead make a flicker effect (seemingly trying to overlay it) and the go back to the previous overlay
(so the same with the other overlays that are not indirevammoused2 and 1).
i tried
(as you can then see) tried to delete previous overlays
tried to make them diffrent layered( every two because indirevammoused2 and 1 worked, and were on the same layer)
and prencisly checked for any TYPO's in the sprites
(i cant show footage, because my recording program wouldn't let me do that, and the wad is currently gzdoom only because i simply use gzdoom so no demos, but im planning after the version is 1.00 to make it compatable with other source ports)
heres the specific state:
fire:
FRAV A 1 a_overlay(2,"indirevammoused1",false)
FRAV A 0 a_checkforreload(2,"realfireFREV",false)
FRAV A 0 a_clearoverlays(2,2,true)
FRAV A 0 a_overlay(2,"indirevammoused2",false)
FRAV A 0 a_checkforreload(4,"realfireFREV",false)
FRAV A 0 a_clearoverlays(2,2,true)
FRAV A 0 a_overlay(3,"indirevammoused3",false)
FRAV A 0 a_checkforreload(6,"realfireFREV",false)
FRAV A 0 a_clearoverlays(3,3,true)
FRAV A 0 a_overlay(3,"indirevammoused4",false)
FRAV A 0 a_checkforreload(8,"realfireFREV",false)
FRAV A 0 a_clearoverlays(3,3,true)
FRAV A 0 a_overlay(4,"indirevammoused5",false)
FRAV A 0 a_checkforreload(10,"realfireFREV",false)
FRAV A 0 a_clearoverlays(4,4,true)
FRAV A 0 a_overlay(4,"indirevammoused6",false)
FRAV A 0 a_checkforreload(12,"realfireFREV",false)
FRAV A 0 a_clearoverlays(4,4,true)
FRAV A 0 a_overlay(5,"indirevammoempty",false)
FRAV A 0 a_jump(255,"reload")
stop
Thanks
(also some little things here to answer)
(these are optional)
how do i put text in a black box (because it looks neat)
how do i make overlays not to bob with the weapon? would be neat for the sake of visibility
Question
Melonpizza
Hello (for some of you even again).
While i was working on my reload function, i had the idea of making an overlay-specific state so it shows how much ammo is left (for tactical reasons).
But accedently broke the function. When the third overlay (indirevammoused3) in the function was called, it would instead make a flicker effect (seemingly trying to overlay it) and the go back to the previous overlay
(so the same with the other overlays that are not indirevammoused2 and 1).
i tried
and prencisly checked for any TYPO's in the sprites
(i cant show footage, because my recording program wouldn't let me do that, and the wad is currently gzdoom only because i simply use gzdoom so no demos, but im planning after the version is 1.00 to make it compatable with other source ports)
heres the specific state:
fire:
FRAV A 1 a_overlay(2,"indirevammoused1",false)
FRAV A 0 a_checkforreload(2,"realfireFREV",false)
FRAV A 0 a_clearoverlays(2,2,true)
FRAV A 0 a_overlay(2,"indirevammoused2",false)
FRAV A 0 a_checkforreload(4,"realfireFREV",false)
FRAV A 0 a_clearoverlays(2,2,true)
FRAV A 0 a_overlay(3,"indirevammoused3",false)
FRAV A 0 a_checkforreload(6,"realfireFREV",false)
FRAV A 0 a_clearoverlays(3,3,true)
FRAV A 0 a_overlay(3,"indirevammoused4",false)
FRAV A 0 a_checkforreload(8,"realfireFREV",false)
FRAV A 0 a_clearoverlays(3,3,true)
FRAV A 0 a_overlay(4,"indirevammoused5",false)
FRAV A 0 a_checkforreload(10,"realfireFREV",false)
FRAV A 0 a_clearoverlays(4,4,true)
FRAV A 0 a_overlay(4,"indirevammoused6",false)
FRAV A 0 a_checkforreload(12,"realfireFREV",false)
FRAV A 0 a_clearoverlays(4,4,true)
FRAV A 0 a_overlay(5,"indirevammoempty",false)
FRAV A 0 a_jump(255,"reload")
stop
Thanks
(also some little things here to answer)
(these are optional)
-
how do i put text in a black box (because it looks neat)
-
how do i make overlays not to bob with the weapon? would be neat for the sake of visibility
Edited by ebigautisticnerdShare this post
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