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AOE_MOB_* (Range set where?)


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#1
Lance Botelle

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Hi All,

I was trying to adjust the range of an aura effect (that uses a persistent AOE) and I am guessing that there is a setting in a 2da file somewhere that sets the radius.

I did find an areaeffects.2da, but this only has a couple of entries - and I do not know how these relate to the AOE_MOB_* constant anyway.

I am currently using the AOE_MOB_FROST constant, which appears to have a radius of around 12 foot. I wanted to either find and use a AOE_MOB_* constant that is already 10' radius or edit one in the 2da file.

Thanks in advance.

Lance.

EDIT: Actually, I am going to live with the 2' difference. However, if anybody can stil answer where this radius is set, I would be interested for future auras.

Modifié par Lance Botelle, 19 mars 2011 - 03:53 .


#2
MasterChanger

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I don't understand why or how you're using those constants. Areas of Effect are defined in vfx_persistent.2da and are generally created via an EffectAreaOfEffect function call. The first parameter is an int var linked to a row in vfx_persistent.2da. If you find a size and shape that you like, you can just pass in your own scripts for OnEnter, OnHB, and OnExit.

You probably need to make sure to use a row with suitable (or no) VisualFX, SoundImpact, FillSEF, etc. values, though.

What function are you using to create your AoE that's allowing you to pass a size constant at all?

#3
Lance Botelle

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Hi MasterChanger,

I am using:

effect eAOE = EffectAreaOfEffect(AOE_MOB_FROST, "alb_aura_cold_enter", "alb_void", "alb_void"); 
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAOE, OBJECT_SELF);


Ah, so you are saying that the AOE_MOB_FROST is actually using the radius for VFX_MOB_FROST ... yes?

I was looking for a 2da with the AOE_MOB_FROST in it saying what the radius was. I did not realise, I had to use that constant in this 2da, which referred to VFX_MOB_FROST. Different names meant different things to me. Now that I know that, I understand where I can look and get a radius I need now.

Many Thanks.

Lance.

EDIT: In fact knowing about this 2da is EXACTLY what I wanted to know. Image IPB I can use it to define new ones with my own sefs now if I need it. Excellent!

Modifié par Lance Botelle, 19 mars 2011 - 11:31 .


#4
MasterChanger

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Lance Botelle wrote...

Hi MasterChanger,

I am using:

effect eAOE = EffectAreaOfEffect(AOE_MOB_FROST, "alb_aura_cold_enter", "alb_void", "alb_void"); 
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAOE, OBJECT_SELF);


Ah, so you are saying that the AOE_MOB_FROST is actually using the radius for VFX_MOB_FROST ... yes?

I was looking for a 2da with the AOE_MOB_FROST in it saying what the radius was. I did not realise, I had to use that constant in this 2da, which referred to VFX_MOB_FROST. Different names meant different things to me. Now that I know that, I understand where I can look and get a radius I need now.


Ignore the name of the constant--it's irrelevant. Look at how it's defined. If you look at ScriptAssist, you see:

int AOE_MOB_FROST                  = 24;


That means that all you care about is line 24 of the relevant 2da (in this case, vfx_persistent). You go to line 24 of vfx_persistent.2da and find a row with the label VFX_MOB_FROST. You don't care what the label is; it's only for convenience. It could be called AOE_PER_MAGIC_FAIRY_DUST and it would work just as well, as long as the line number matches.

EDIT: In fact knowing about this 2da is EXACTLY what I wanted to know. Image IPB I can use it to define new ones with my own sefs now if I need it. Excellent!


Glad to know you found what you need in the 2da.