Also known as zRE4PGHD
A simple mod that adds Resident Evil 4/5 styled glowing thing on pickups.
This mod is mostly client-side, and should run fine in multiplayer with other players not using it.
This mod is intended to run with Hideous Destructor.
While it can technically run without it, it's not recommended.
Should work on saves without the mod.
(just make sure to use repkup_reload
or enable "Reload glows on loading a save")
Known issues:
- After completing a map, the player's items might have their sprite appear in front of the glow, instead of being behind it. I still have no idea why this occurs. (can be fixed by using "repkup_reload")
- WHITE: Skull keys and Computer Maps (keycards not included due to weird bug)
- GREEN: Medical stuff
- LIGHT BLUE: Armour and backpacks
- BLUE: Weapons
- RED: Ammo and any other pickups
repkup_reload
: Reloads all glow effects andrepkup_groups.txt
. Enables the mod if disabled. (may cause lag)repkup_clear
: Removes all glow effects and thinkers. Disables the mod.
Note: Latest version breaks save? Just use repkup_clear
before updating! (provided the version you have has it)
All custom stuff goes into repkup_groups.txt
.
I hope you're using a monospace font while reading this.
<CLASS1>,[CLASS2],[CLASS3],[CLASS4],...:<SPRITENAME>:<FRAME1>,[FRAME2],[FRAME3],[FRAME4],...:<TICS>:[FLAG]:[FLAGARG]
Terrible explanation:
SPRITENAME
||
||
/ \
TNT1A0
^
|
|
FRAME
CLASS
The class name.
SPRITENAME
The name of the sprite.
If the sprite used is TNT1A0
, the group becomes a blacklist.
For example:
- TNT1A0's name would be, "TNT1".
- REPKA0's name would be, "REPK".
FRAME
The frame index.
Must use integers.\
For example, A
would be represented as 0
. B
would be 1
, C
would be 2
, and so on.
USEICON
If stated, will use the given CLASS
inventory icon for scaling and offset.
Note: You should probably make a dummy actor that uses your sprites, else it might not load in.
USECUSTOM
If stated, will use the given ICON
for scaling and offset.
The following syntax will also apply:
<CLASS1>,[CLASS2],[CLASS3],[CLASS4],...:<SPRITENAME>:<FRAME1>,[FRAME2],[FRAME3],[FRAME4],...:<TICS>:USECUSTOM:<ICON>