Has anyone written a script for area weather like rain or snow so I could see an example?
Weather script for area
Débuté par
Sonmeister
, mai 12 2011 06:11
#1
Posté 12 mai 2011 - 06:11
#2
Posté 13 mai 2011 - 05:41
I haven't, but I'm not sure how feasible it would be. I hope I'm totally wrong, but I've only seen rain/snow as props.... stuff you can only add to a level, and thus cannot be dynamically changed. Now, if they could be turned into place-ables somehow, that opens up a whole world of possibilities.
#3
Posté 13 mai 2011 - 07:19
What are you wanting the script to do?
Modifié par Sunjammer, 13 mai 2011 - 07:19 .
#4
Posté 13 mai 2011 - 08:20
Have you considered area-wide visual effects that can be toggled on and off through scripts?
#5
Posté 14 mai 2011 - 08:50
I haven't been able to get area-wide VFX to work as described in the wiki. Maybe I'm missing something...
The weather VFX seem to be localised. However, you can apply them to several carefully-chosen locations in the area to achieve a uniform appearance, e.g.
This is just the VFX, of course - in practice, you'd toggle sound, too.
The weather VFX seem to be localised. However, you can apply them to several carefully-chosen locations in the area to achieve a uniform appearance, e.g.
To remove all such effects from the area, in this example,Engine_ApplyEffectAtLocation(EFFECT_DURATION_TYPE_PERMANENT,
EffectVisualEffect(4011), lLocation);
Obviously, you'd need to use these snippets in the events that turn the weather on and off (area preload, trigger, conversation or whatever).RemoveVisualEffect(oArea, 4011);
This is just the VFX, of course - in practice, you'd toggle sound, too.
Modifié par Proleric1, 14 mai 2011 - 08:52 .
#6
Posté 14 mai 2011 - 11:42
Thanks Proleric1, that's what I was finding is that it was localised after experimenting so I thought maybe I just wasn't doing it right. I wondered if there was any way besides using objects from the area level editor.





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