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spawn placed effect


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4 réponses à ce sujet

#1
bealzebub

bealzebub
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Hey folks,
I have a trigger that when entered I want to spawn a placed effect at a waypoint, but I'm not sure which function to use.
It's not a placeable, so I assume create_object won't work, and I'm not "applying" an effect.
any suggestions?

#2
Tchos

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Use the waypoint to get a location such as GetLocation(oWP), then use ApplyEffectAtLocation.  Use the name of the actual effect file, not the placed effect, because you won't be using the placed effect object.  This does create an object if your effect is an Area of Effect, which you can select and destroy later.



#3
bealzebub

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thanks

#4
Dann-J

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Why not spawn an ipoint? You can spawn a standard ipoint and use ApplyEffectToObject() to give it an SEF, or you can create a new ipoint blueprint that already has the desired SEF attached to it. If you want to remove the effect at some point, all you have to do is destroy the ipoint.

 

I use ipoints with SEFs attached to them to emulate localised weather events on my overland map (rain, hail, fog, and sandstorms). I also give them a custom AOE that applies various effects to players or wandering creatures when they enter the weather event (reducing search and survival skills, increasing the hide skill, etc).



#5
bealzebub

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Thanks Dann, I created a ipoint blueprint that had the desired effect attached. quick, easy, and it worked perfect the first time. I love it when a plan comes together.