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- Jul 19, 2016
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So the player character has a gun that when fired calls up a common event.
In this common event, the map's tint changes to (200, 200, 200, 0) @1 briefly which is pretty bright, then changes the tint to pitch black (-255, -255, -255, 0) @15, which is the same tint as the map I'm using to test this out.
It makes a neat effect in a pitch black map that lets you see the entire area for a split second whenever you shoot.
So here's the problem:
If I try firing the gun in a map that isn't pitch black, it'll change the tint to pitch black afterwards even if the map was perfectly lit before.
I guess my question is, is it possible to make the second tint change depend on the map you're currently in?
Some other solutions I've thought of are just using a flash effect instead of a tint (lame, unless there's some kind of transparent flash I don't know of it just ruins the effect), or having multiple common events with different second tints and tying the gun to a different common event depending on the map the player is currently in.
In this common event, the map's tint changes to (200, 200, 200, 0) @1 briefly which is pretty bright, then changes the tint to pitch black (-255, -255, -255, 0) @15, which is the same tint as the map I'm using to test this out.
It makes a neat effect in a pitch black map that lets you see the entire area for a split second whenever you shoot.
So here's the problem:
If I try firing the gun in a map that isn't pitch black, it'll change the tint to pitch black afterwards even if the map was perfectly lit before.
I guess my question is, is it possible to make the second tint change depend on the map you're currently in?
Some other solutions I've thought of are just using a flash effect instead of a tint (lame, unless there's some kind of transparent flash I don't know of it just ruins the effect), or having multiple common events with different second tints and tying the gun to a different common event depending on the map the player is currently in.


