Solved Is it possible to set the different hitflash to different object in the same freespecial?

Question that is answered or resolved.

darkneo

Member
Hi, I have a little problem about the hitflash effect, for example, I set the hitflash "spray_blood" in the freespecial so when I hit the enemy the hitflash can show, but my problem is if I hit the object like wooden box, it also show spray_blood, maybe you can say it's doesn't matter but I think it's weird. So is that any solution can solve? Thanks!
 
Solution
if I hit the object like wooden box, it also show spray_blood,

Usually it's solved by giving the box personal flash when it's hurt by anything. It's done with these commands on header:
Code:
flash   flash2
noatflash 1

flash flash2 means this entity will show flash2 when it's hurt.
greetngs @darkneo

i hada similar question a while ago,
one answer is to give some enitities a bunch of hitboxes (looking to be a new feature for next openbor) or another is to implement a system where an invisilble sprite could be used to create different hit reactions,
unfortunately pixel accurate or "hitpixels" are something that would be very taxing for most game engines if not all of them...


however

@DCurrent shared a solution that may solve this kind of by the pixel problem in the folliwong thread posts


,so i have no doubt that a variation of this can resolve this "pixel materials " issue, knuckleheads like me would need a demo & a tutorial to even begin to understand how to do the "battleship" scripting trick tho...
 
if I hit the object like wooden box, it also show spray_blood,

Usually it's solved by giving the box personal flash when it's hurt by anything. It's done with these commands on header:
Code:
flash   flash2
noatflash 1

flash flash2 means this entity will show flash2 when it's hurt.
 
Solution
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