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[not needed actually] Actor flag VISIBILITYPULSE

 
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Tue Dec 24, 2013 2:21 pm    Post subject: [not needed actually] Actor flag VISIBILITYPULSE Reply with quote

http://zdoom.org/wiki/Actor_flags

VISIBILITYPULSE
The actor's translucency is pulsing between 25% and fully opaque.

Adding there for info/remember >) Simple flag, it may be nice to have in future and maybie it could be even easy to implent


Last edited by Aeyesx on Tue Nov 04, 2014 11:31 pm; edited 3 times in total
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Dec 25, 2013 12:43 pm    Post subject: Reply with quote

Until then, you can use SetActorProperty as an ACS alternative Wink
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Aeyesx
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PostPosted: Thu Dec 26, 2013 7:50 pm    Post subject: Reply with quote

Ah I completly missed that feature, okay taking back as completly unnecesary feature
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Aeyesx
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Joined: 13 Oct 2012
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PostPosted: Mon Dec 08, 2014 11:09 pm    Post subject: Reply with quote

Some news!

I was digging in older sources while i found...

Code:
class ABlurSphere : public APowerup
{
   DECLARE_ACTOR (ABlurSphere, APowerup)
public:
   virtual void PostBeginPlay ()
   {
      Super::PostBeginPlay ();
      effects |= FX_VISIBILITYPULSE;
      visdir = -1;
   }
};


It appears this feature already exists in the engine even in 1.06.
So only the dehacked entry is missing.
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Tue Dec 09, 2014 10:11 am    Post subject: Reply with quote

It is an unimplemented Zdoom feature, just the name is there since ages. If you fire up Zdoom 2 and spawn a BlurSphere, you can notice that its translucency is actually pulsing, while in Zdaemon it stays fully opaque.
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Aeyesx
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Joined: 13 Oct 2012
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PostPosted: Tue Dec 09, 2014 11:21 am    Post subject: Reply with quote

Body-Guard wrote:
It is an unimplemented Zdoom feature, just the name is there since ages. If you fire up Zdoom 2 and spawn a BlurSphere, you can notice that its translucency is actually pulsing, while in Zdaemon it stays fully opaque.


Yea, but in times of 1.06 it was pulsing either. Translucity of objects was later removed due some people complained (so far i heard) because its not oldschool. However the ability to apply it could remain (for modding purposes). But since there is patchinfo and ability to load ACS, i don't really mind as it can't be work-arounded. So possibly the only purpose could be compatiblity or comfy purposes who know >)
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Aeyesx
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Joined: 13 Oct 2012
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PostPosted: Mon Aug 24, 2015 6:31 pm    Post subject: Reply with quote

Okay,

r_zdoomtrans 1

This is in engine it just does not have a keyword for dehacked
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Kilgore
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Joined: 17 Jun 2003
Location: Up the river

PostPosted: Wed Aug 26, 2015 1:01 am    Post subject: Reply with quote

Implemented; will show up on the next release.
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