RE: SRC.EFFECT=3,03709 ,6,43,2 breakdown.
Thanks darksun84.
I had looked at that page before but could not figure it out.
Now that I have spent some time experimenting, I'll post my findings for people doing the same thing I did in the future.
Here is my code:
SRC.EFFECT=3,03709 ,9,30,2
Here is what the tutorial says:
EFFECT type, item_id, speed, loop, explode, colour(hue), rendermode
Ok, so 'EFFECT type' is 3, this means the effect will follow the character as he moves, the way a flamestrike does when the spell is cast. The bottom of the effect is somewhere around the character's knees.
item_id is 03709. which I pulled from the flamestrike spell script in sphere_spells.scp.
9 is the speed, which I didn't tinker with at all because it looked accurate to me.
30 is the loop, this was my problem, it was playing a full flamestrike animation, then started a second one for like 3 seconds. I changed this from a 49 to a 30 (after lots of trial and error) and I settled on 30.
I could not tell what unit of time measurement 30 represents, but might be 3 seconds.
2 is explode, which the tutorial says: "is a boolean defining whether the projectile should make an explosion animation when reaching the character". I did not tinker with this either, and I don't notice any explosions going on in my script animation at all.
Color and rendermode are two that I did not mess with either, and due to the lack of these values on my original line, that is what threw me off from using the tutorial line.
More to come, hope this keeps someone from getting confused like I did.
SRC.EFFECT=3,03709 ,9,30,2,02
Confirmed, I added a 02 to the end of this and it made the flamestrike animation a dark blue.
So Im guessing if you leave this argument blank, it will use the default value.
*you glance to your left to a region you just surveyed... you glimpse a magical being, more shadow than substance, caught midway in transformation... the figure smiles, the corners of his mouth jut upwards slightly on the edges, suddenly stretched to a length not at all human...*
(This post was last modified: 03-01-2013 10:47 AM by Murmur.)
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