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>> No.2868858 [View]
File: 78 KB, 353x258, inventory.png [View same] [iqdb] [saucenao] [google]
2868858

>>2868839
>which is basically horizontal gravity.
That should be fairly easy. Make an invisible HullBreach actor that uses A_RadiusGive constantly, giving a custom inventory item to nearby players that runs a script that compares the x/y angle of the player with the HullBreach and does a ThrustThing action in the opposite direction.

I'm not sure how to make the hullbreach pass it's TID to the inventory token's script however, but I'm sure there's a way.

>For special effects, one thing I could use some inspiration for is how to handle, say, eye damage. Keeping track of the player's vision state isn't a problem, but making some good special effects for it that aren't just FadeTo(grey) is something I haven't really found myself able to do (if there's one thing I'm not, it's a graphic designer).
I would print a black radial gradient around the screen with a hudmessage, and either pulsate the opacity or waggle the SetHudSize values up and down in a loop so the visual field appears to dilate and contract(like in a severe migraine). If you want to make something really advanced you could abuse several cameratextures of low opacity and 1px differing size to make a blur effect kinda like in Total Chaos.

>Last one is the inventory system, but that's a whole different ballgame. I'd love it if you had any ideas on how to implement the former two, primarily.
I have made one of those, but it runs entirely on ACS, doesn't interact with inventory items, and the interface is used with a mouse pointer so I don't know how relevant it'd be for your use.

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