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FPSC Classic Scripts / Damge hud Fader

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Apple Slicer
16
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 10th Mar 2009 18:45 Edited at: 10th Mar 2009 19:16
I have a couple of questions regarding the damage HUD.

1. I have made my own, with different colors, can I use it?
EDIT: In the setup level.fpi, there is a color command to make the fader red, just turned it off.

2. Can I make the HUD, after receiving damage, stay for 2 seconds?


Apple Slicer
16
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 10th Mar 2009 19:14
Answered question 1. Still confused about going about two...


Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 11th Mar 2009 03:44
Unfortunately, the showing and fading of the damage HUD is all hard coded in the engine.

You CAN, however, replace the damage HUD with a blank, fully transparent, HUD and handle the displaying of HUDs upon taking damage yourself via a script.


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Apple Slicer
16
Years of Service
User Offline
Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 11th Mar 2009 08:06
oh, Okay. How would I go about this? cause I didnt know you could show a HUD upon taking damage.


Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Mar 2009 00:49 Edited at: 13th Mar 2009 00:49
The way I've seen it done before is tracking how much health the player has and displaying a HUD accordingly. This probably isn't the effect you're looking for, though.

In Ply's Mod you can easily track whether or not the player took damage using variables. It would look something like this:



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