Casting/creating a cone VFX
#1
Guest_dewkl_*
Posté 20 juin 2010 - 11:57
Guest_dewkl_*
1. The caster is a beast and therefore I can't get it to actually cast the spell. At least I assume that's the reason. So I thought I could just create a vfx and do a conecheck (GetObjectsInShape) at the same time and inflict damage using that. I can't get it to work by using Engine_ApplyEffectAtLocation. I'm not sure how to use this for cone-based spells. How do you make it directed towards the player while having a specific source location? I'm guessing the location would be the location of the caster? If the flame blast cone is a crust effect.
2. I tried adding a human (which I hope I could make invisible somehow) and gave it a command to use flame blast. It worked fine until I applied SetCreatureIsStatue which made the vfx/spell fire on itself (difficult to explain, but it didn't look right). Is there another way to freeze a creature's movement and still have it able to cast spells?
#2
Posté 21 juin 2010 - 05:33
----- effect eCone = EffectConeCasting(Ability_GetImpactLocationVfxId([color="#ff0000"]Flame Blast's Ability ID[/color])); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eCone, [color="#ff0000"]oBoss[/color], 1.5f, [color="#ff0000"]oBoss[/color], 0);-----
Once you do that, you will have to cycle through the creatures inside the cone and apply the effects. You can copy that piece of code directly from the spell_cone (just the flame blast parts, of course)
Don't know about second one. Couldn't you just have a human and change the appearance to a different ID (via SetAppearanceType) and still retain all 'human' properties including spell-casting?
#3
Posté 21 juin 2010 - 01:40
About keeping the boss to its place but being able to move, i guess you want something similar to the new spec introduced in Awakening (i'm talkin about "Keeper" spec): you activate a modal ability that surrounds you with brambles and roots that keep you immobile but still able to cast spells.
These are only ideas, i've never tried that.
#4
Guest_dewkl_*
Posté 21 juin 2010 - 04:06
Guest_dewkl_*
vector vPlayer = GetPosition(GetHero());
SetFacingPosition(oBoss, vPlayer);
and to keep the boss still but able to cast:
effect eMove = EffectModifyMovementSpeed(0.00, FALSE);
Engine_ApplyEffectOnObject(EFFECT_DURATION_TYPE_PERMANENT, eMove ,OBJECT_SELF);
The only obstacle left is making the human invisible. I'm looking into the setappearancetype-function now.
Edit: Changing the model to anything else will cause the effect to mis-orient, coming out from the side of the model etc.
Modifié par dewkl, 21 juin 2010 - 04:31 .
#5
Posté 21 juin 2010 - 04:37
#6
Guest_dewkl_*
Posté 21 juin 2010 - 04:55
Guest_dewkl_*
#7
Posté 21 juin 2010 - 05:15
#8
Posté 21 juin 2010 - 08:04
#9
Guest_dewkl_*
Posté 22 juin 2010 - 08:25
Guest_dewkl_*
It's the fire blast-vfx as you can see in TimelordDC's example (ability ID: 10001) which I think is vfx id 1001. Can I print integer variables to the log somehow? to be sure?Eshme wrote...
May be a VFX fixed to a crust node, but dewkl hasnt said what VFX he's talking about. But i think with the casting script stuff, it is. And then it is attached to the casting Crust ID's 2 and 3 for both hands which must be present in the Model first.
Something tells me it's easier to hide the human than to find the correct crusts (if there are any) and calibrate them.
#10
Posté 22 juin 2010 - 12:19
And VFX can be made crust based as u can see from the VFX editor. Fire blast sounds like a crust based cast spell that is cast from humans.
#11
Posté 22 juin 2010 - 01:48
The drakes/dragons have ability which casts cone of fire in front of them, complete with the vfx. Perhaps you could give your boss that ability or at least look into how it's granted to the drakes and re-implement it for your creature?dewkl wrote...
I'm trying to get a boss cast a flame cone (Flame Blast) VFX on the player from where it's standing. The boss is intended to be frozen in place but still being alive, something I think I can solve by using SetCreatureIsStatue. There's two problems I've encountered so far.
1. The caster is a beast and therefore I can't get it to actually cast the spell. At least I assume that's the reason.
#12
Posté 22 juin 2010 - 04:51
#13
Posté 22 juin 2010 - 04:56
#14
Posté 22 juin 2010 - 05:15
You could in this case edit the model in max and add one with me exporter.
#15
Posté 22 juin 2010 - 06:05
#16
Guest_dewkl_*
Posté 22 juin 2010 - 10:59
Guest_dewkl_*
Modifié par dewkl, 22 juin 2010 - 10:59 .
#17
Posté 23 juin 2010 - 01:44
Modifié par Nattfodd, 23 juin 2010 - 01:46 .
#18
Guest_dewkl_*
Posté 23 juin 2010 - 02:04
Guest_dewkl_*
1. Downloaded the vfx source files from hereNattfodd wrote...
Can you tell me if you created a new VFX or if you modified the existing one and which 2DA you used?
2. Opened fxa_fire_cone_c
3. Edited the orientation to fit my model. (this turned out to be pretty straightforward)
4. Posted it to local
5. Added a new row in vfx_base (Using the original fire blast as a template)
edit: this forum sometimes doesn't get my line breaks.
Modifié par dewkl, 23 juin 2010 - 02:06 .





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