Miswritten SFX
Submitted by Templarian Arch... on Mon, 2006-07-31 12:35 | ||
It seems that most of my SFX seems to send the wrong worldmsg. *THIS CODE IS COPYRIGHTED* [effect_script*] { name =cloudkill; script = [[ sfx create Steam #TARGET "color0(0.755,1.000,0.000)velocity(0.000,4.000,0.000)accel(0.000,0.000,0.000)wispsize(0.000)count(20)min_count(20)ts(0.500)scale(5.000)"; set $p_0 #POP; sfx start $p_0; sfx create Steam #TARGET "color0(0.746,1.000,0.000)velocity(0.000,0.000,4.000)accel(0.000,0.000,0.000)wispsize(0.000)count(20)min_count(20)offset(0.000,0.000,2.290)ts(0.500)scale(5.000)"; set $p_1 #POP; sfx start $p_1; sfx create Steam #TARGET "color0(0.746,1.000,0.000)velocity(0.000,0.000,-4.000)accel(0.000,0.000,0.000)wispsize(0.000)count(20)min_count(20)offset(0.000,0.000,-2.290)ts(0.500)scale(5.000)"; set $p_2 #POP; sfx start $p_2; sfx create Steam #TARGET "color0(0.755,1.000,0.000)velocity(-4.000,0.000,0.000)accel(0.000,0.000,0.000)wispsize(0.000)count(20)min_count(20)offset(-2.290,0.000,0.000)ts(0.500)scale(5.000)"; set $p_3 #POP; sfx start $p_3; sfx create Steam #TARGET "color0(0.746,1.000,0.000)velocity(4.000,0.000,0.000)accel(0.000,0.000,0.000)wispsize(0.000)count(20)min_count(20)offset(2.290,0.000,0.000)ts(0.500)scale(5.000)"; set $p_4 #POP; sfx start $p_4; // invisible flame that actually does the damage, because steam is harmless :P sfx create Fire #TARGET "color0(0.000,0.000,0.000)color1(0.000,0.000,0.000)velocity(0.000,0.000,0.000)accel(0.000,0.000,0.000)max_radius(10.000)damage()scale(5.000)"; set $p_5 #POP; sfx start $p_5; worldmsg WE_SPELL_SYNC_END #INVALID_GOID #OWNER_GOID #TARGET_GOID; ]]; } :? forums: |
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You would think that 12 views and 3 hours later, someone would know...
technically you can put any eWorldEvent as the paramater into that sfx function, so just look at a help.log for a complete listing.
realistically, the list of relevant eWorldEvents used to be on siegeworks.org but it no longer exists.
the world message is probably being sent fine, you just aren't detecting it properly (ie. re-write your code to detect the world message )
That is no help. I think i will just cheat and match the spell damage to the damage that the invisible flame does in the SFX script, i have a lot of work to do and i will not let this barrier block my progress.
i don't see how that post was no help
i stated what mistake i think you are likely making and it seems like you aren't listening to this in order to correct the problem
if i offer advice (and a solution) and you just decide to ignore it please don't say i'm not being helpful
Adding the damage directly into the invisible fire fixes it.