Re: Effects Discussion [message #60544 is a reply to message #60542] |
Wed, 01 December 2010 11:01 |
|
JohnDoe
Messages: 3007 Registered: October 2007
|
Retired
|
|
|
I've dicked around with the effects a few times in the past and I'm kicking myself now for not documenting anything.
The only thing I did hold on to was a slimmed-down effect (attached) that includes just the essentials for flourish/multistrike/augment-type effects, I nulled out everything I could null out and still have the effect work. All of the booleans that are switched on are necessary to keep the effect working, at least one of them keeps it permanent (as opposed to augment effects, which die out), not sure which one. At least one of the booleans that are switched off must remain switched off, and again I have no idea which. I don't even know why it has to be switched off.
Usage note.And the problem with implementing this one as an augment effect results in it compounding with each swing of the weapon because the effect doesn't die like augment effects are supposed to, resulting in lag. It was meant to be implemented directly on the mesh and using the CTCMeshAutomaticEntityCreator in the definitions to make it work, keeps the effect from going away when being swung.
The slimmed effect will be useful when noting boolean differences between it and similar type effects. I'll have a lot of free time in a day or two, I can take some time to figure out some stuff. If nothing else I'll at least waste a few hours cursing Lionhead, BreakPoint, etc., the usual.
-
Attachment: BAREBONES
(Size: 0.59KB, Downloaded 573 times)
[Updated on: Wed, 01 December 2010 11:31] Report message to a moderator
|
|
|