I'm trying to create a bow that gives the player a glowing appearance perhaps or perhaps not centered around the weapon, now, the appearance list is rather large, and it doesnt seem to be working on any npc i test, further more googling yielded nothing on how to update items for the module/area, so in order to test to see if any of them work, i'd have to go through each one and attach it to a new npc by hand. Nwn2 has been around for a while and I figured i'd ask
1. if anyone knows if this can be done, and if not, how to attach an aura to a character some other way,
2. if it can be done, which effects actually work,
3. an easy way to cycle through them to see which one I want.
if it's important the item is a longbow.
Appearance special effects
Débuté par
Femanon.tg
, oct. 28 2011 01:31
#1
Posté 28 octobre 2011 - 01:31
#2
Posté 28 octobre 2011 - 02:30
You can use the onequip script to give the weilder a glow effect.
#3
Posté 28 octobre 2011 - 02:56
script field only seems to work for variables, does the script need to be seperate from the weapon blue print? and is there a way to cycle through visual effects?kamal_ wrote...
You can use the onequip script to give the weilder a glow effect.
#4
Posté 28 octobre 2011 - 04:37
I believe it is possible. You may have to open the glow effect that you want to use in the visual effects editor and change the attachment point of the .VFX or one of the sub-effects.
You can download the PowerBar plugin for the toolset and browse the different VFX very easily.
You can download the PowerBar plugin for the toolset and browse the different VFX very easily.
Modifié par M. Rieder, 28 octobre 2011 - 04:38 .
#5
Posté 28 octobre 2011 - 06:05
Femanon.tg wrote...
script field only seems to work for variables, does the script need to be seperate from the weapon blue print? and is there a way to cycle through visual effects?kamal_ wrote...
You can use the onequip script to give the weilder a glow effect.
The OnEquip/OnUnequip script wouldn't be directly attached to the blueprint to accomplish this. You would instead use tag-based scripting, which is a really powerful way of scripting anything relating to items in NWN 1/2.
What it boils down to is that you create a script called i_<tag_of_your_item>_eq and i_<tag_of_your_item>_ue and then code the proper effects. So if you item were tagged bowofselune you'd create scripts called i_bowofselune_eq and i_bowofselune_ue.
Do look at Jassper's guide I linked to above for the details.
#6
Posté 29 octobre 2011 - 06:15
One thing to be clear on - once you get the glow effect to work - which sounds like it is possible - once it is working, it will only work in your module - which means for this effect to be transferred to different modules all of the things you do to follow these instructions will have to be duplicated in the other module to work there as well.
Like having all of the scripts and vfx in the override...:innocent:
Like having all of the scripts and vfx in the override...:innocent:
Modifié par Morbane, 29 octobre 2011 - 06:16 .





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