Quick Question -- Quick Answer, Part Fifteen

Post » Fri May 27, 2011 10:16 am

I'm looking for answers to the following questions:
1. How do I get the "small dust puff" (the one that appears when you hit a wall with your fist) to play on a target in a spell/script? Is it even possible?
Is there any similiar effect that I can choose? Basically I'm trying to simulate the visual effect of a physical impact.
2. The "exploding blue ring of light" that appears when Restore Attribute hit a target. Is it possible to get this as an script-playable effect shader?
3. Make a weapon to emit light. Is this still impossible?
Thanks in advance.
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christelle047
 
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Post » Fri May 27, 2011 9:52 am

My bad - I pick up on "running" and ignored "idle animation" :) Using playGroup idle 1 should work for most of the time. As an alternative, you could create a reset idle animation ( that uses the vanilla idle_facegen.kf file ) and add a pickIdle call to play it. That should effectively stop any running idle. It's quite infallible - I uses it a alot.

:nope:


PlayGroup Idle doesn't work, unfortunately. I eventually decided to use pushActorAway to "forcefully" snap the player out of the animation and build that into the spell as a feature.
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Calum Campbell
 
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Post » Thu May 26, 2011 8:13 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1035831
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Tyrel
 
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