hi guys ,
if you want to stop the effect of red screen when getting injured,
go on to the
SCRIPTBANK / gameplayercontrol.lua
and find these lines of code and just comment it out as in the example below and save it
and overwrite it.
then restart the editor and then play a map with entities that can damage you and see if it works for you.
-- Screen REDNESS effect, and heartbeat, player is healthy, so fade away from redness
--if ( g_PlayerHealth >= 100 ) then
--if ( GetGamePlayerControlRedDeathFog() > 0 ) then
-- SetGamePlayerControlRedDeathFog(GetGamePlayerControlRedDeathFog() - GetElapsedTime())
--if ( GetGamePlayerControlRedDeathFog() < 0 ) then SetGamePlayerControlRedDeathFog(0) end
--end
--else
-- only for first person perspectives
--if ( GetGamePlayerControlThirdpersonEnabled() == 0 ) then
-- -- player is dead, so fade to full redness - only in single player
-- if ( g_PlayerHealth <= 0 ) then
-- if ( GetGamePlayerStateGameRunAsMultiplayer() == 0 ) then
-- if ( GetGamePlayerControlRedDeathFog() < 1 ) then
-- SetGamePlayerControlRedDeathFog(GetGamePlayerControlRedDeathFog() + GetElapsedTime())
-- if ( GetGamePlayerControlRedDeathFog() > 1 ) then GetGamePlayerControlRedDeathFog(1) end
-- end
-- end
-- else
-- -- player is in injured state, so play low health heart beat and fade screen proportional to health
-- if ( GetGamePlayerControlHeartbeatTimeStamp() < Timer() ) then
-- ttsnd = GetGamePlayerControlSoundStartIndex()+17
-- if ( RawSoundExist ( ttsnd ) == 1 ) then
-- PlayRawSound ( ttsnd )
-- end
-- SetGamePlayerControlHeartbeatTimeStamp(Timer()+1000)
-- end
-- ttTargetRed = 0.5 - (g_PlayerHealth/200.0)
-- if ( GetGamePlayerControlRedDeathFog() <= ttTargetRed ) then
-- SetGamePlayerControlRedDeathFog(GetGamePlayerControlRedDeathFog() + GetElapsedTime())
-- if ( GetGamePlayerControlRedDeathFog() > ttTargetRed ) then SetGamePlayerControlRedDeathFog(ttTargetRed) end
-- else
-- SetGamePlayerControlRedDeathFog(GetGamePlayerControlRedDeathFog() - GetElapsedTime())
-- if ( GetGamePlayerControlRedDeathFog() < ttTargetRed ) then SetGamePlayerControlRedDeathFog(ttTargetRed) end
-- end
-- end
-- end
--end
end
or now,,,TRY THIS METHOD ALSO
-- players_noredscreen.lua
function players_noredscreen_init(e)
end
function players_noredscreen_main(e)
SetGamePlayerControlRedDeathFog(0)
SetGamePlayerControlHeartbeatTimeStamp(0)
end
to make the second method work...just add that script to a triggerzone and place the playerstart over it
then try a level in game mode.
I just added a line of code to an existing script to get rid of the heartbeat also..woohoo
Please let me know if it works fully and if it works for killing that heartbeat sound also
as I don't have speakers at work.
P.S. yessss...it does seem to kill the heart beat sound also.. either way...wooohoooo
Thx
UNIRD12B
Let\'s actually make something happen with this one !