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Creating beam effects


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4 réponses à ce sujet

#1
Ckrauser

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I am trying to create some custom beam effects. I have the models all ready to go, but I'm not sure how to access them in scripts. I noticed the values for the default VFX_BEAM_* constants are found in the visualeffects.2da file; but the only difference between, say, VFX_BEAM_COLD (line 211) and VFX_BEAM_HOLY (line 212) is the ProgFX_Duration value, being 602 and 603, respectively.

 

Where does this value point to? I know that VFX_BEAM_COLD uses the vim_raycold.mdl, but how does that equate to 602?



#2
_Guile

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Your question is far too technical for most normal scripters, as we didn't design the 2das, and though I'd like to help you here, I don't really see the point in all of your research...  Use the beam or don't?  (Who cares what it points to as long as it works?)


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#3
Ckrauser

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I am asking because I want to create brand new beams, not just overwrite the presets. Basically, when I go to modify the visualeffects.2da file to add my new beam effect, what number do I put in the ProgFX_Duration column so it uses my new model?

#4
The Amethyst Dragon

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To add new beam effects to the game, you will need to use NWNCX (as will your module's players). It contains a 2da file you will need in addition to modifying visualeffects.2da. NWNCX is the only way (currently) to add brand new beam effects to the game. 



#5
Ckrauser

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Alright, good to know.