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Display Image

Posted: Sat May 28, 2016 2:16 pm
by Ranakastrasz
Is it possible to display an image via script without making a dummy entity with that picture, and creating and destroying it as needed?

Re: Display Image

Posted: Sat May 28, 2016 2:31 pm
by DaveMcW

Re: Display Image

Posted: Tue May 31, 2016 5:40 pm
by Ranakastrasz
I meant like on a particular location on the ground, ideally overlaying the player itself.

Re: Display Image

Posted: Wed Jun 01, 2016 2:09 am
by DedlySpyder
I don't think so, but what are you trying to do? If you want to overlay the image over the player, maybe create a new player-typed entity (based entirely off the default) with a different picture. Otherwise, if you want it under them, I think you'd have to spawn in a dummy entity (try teleporting it though, that may be easier on performance)

Re: Display Image

Posted: Wed Jun 01, 2016 2:41 am
by Ranakastrasz
I am using the teleport method already. It works great in in single player, but in multiplayer the latency issue causes it to lag behind the player.

its a shield bubble animation that pulses when the player takes damage to their shield.

Re: Display Image

Posted: Wed Jun 01, 2016 2:44 pm
by DedlySpyder
Ranakastrasz wrote:I am using the teleport method already. It works great in in single player, but in multiplayer the latency issue causes it to lag behind the player.

its a shield bubble animation that pulses when the player takes damage to their shield.
So the player will have it as long as they have a force shield equipped? 0.13 will add inventory events, so you could make a new player and swap them over when they equip or unequip a shield or power armor with a shield. I don't know exactly how animation layering works, but you could possibly work the force shield into the new player entity

Re: Display Image

Posted: Wed Jun 01, 2016 9:41 pm
by Ranakastrasz
DedlySpyder wrote:
Ranakastrasz wrote:I am using the teleport method already. It works great in in single player, but in multiplayer the latency issue causes it to lag behind the player.

its a shield bubble animation that pulses when the player takes damage to their shield.
So the player will have it as long as they have a force shield equipped? 0.13 will add inventory events, so you could make a new player and swap them over when they equip or unequip a shield or power armor with a shield. I don't know exactly how animation layering works, but you could possibly work the force shield into the new player entity
New player and swap over? I have no idea how that would work. It would also be potentially happening every tick, so really would be a bad idea anyhow.
Its an animation based on current shield health and how recently it last took damage.

Re: Display Image

Posted: Wed Jun 01, 2016 11:10 pm
by DedlySpyder
Ranakastrasz wrote:
DedlySpyder wrote:...
New player and swap over? I have no idea how that would work. It would also be potentially happening every tick, so really would be a bad idea anyhow.
Its an animation based on current shield health and how recently it last took damage.
Hm, maybe not then, I was thinking like a more generic force field that just shimmered the whole time. I don't think there is a good way to handle it in multiplayer.

Re: Display Image

Posted: Thu Jun 02, 2016 12:08 am
by Ranakastrasz
Yea. It works fine already, but lags behind the player in multiplayer.

Re: Display Image

Posted: Fri Jun 10, 2016 12:46 pm
by Ranakastrasz
Added the video for the existing mod. so the problem is obvious.