Author Topic: VFX_BEAM Bug  (Read 326 times)

Legacy_Calvix2

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VFX_BEAM Bug
« on: August 30, 2011, 05:24:58 pm »


               Hi,
I wanted create beams between 4 crystals.
Script is in OnHeartbeat  and its something like :



void main()
{
    object obelisk =  GetObjectByTag("cal_calvix_caster1");
    ApplyEffectToObject( DURATION_TYPE_TEMPORARY , EffectBeam( VFX_BEAM_MIND , OBJECT_SELF ,BODY_NODE_CHEST) , obelisk , 4.5 );

}


it works , but sometimes beam didnt disappear and the VFX effect looks like PERNAMENT

Anyone knows how make it  without that bug ?
i tried use EffectVisualEffect(VFX_BEAM_MIND) instead but same bug appears
               
               

               
            

Legacy__Guile

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VFX_BEAM Bug
« Reply #1 on: August 30, 2011, 05:34:35 pm »


               I use Invisible objects as the target of the beam, this way I can destroy them and make them re-appear by spawning them back in (through scripting) at the given waypoint, also, this allows for better placement of VFXs too, as you can move the invisible object around till you get the placements correct.

Just saying...

Hope that this gives you some insight, as far as the bug, dont' know for sure, never seen that.

For the record, you should "Get" and object by using a waypoint, this way it doesn't search the entire module looking for that object... (Obviously you will have to paint a waypoint in that area and give it a tagname)  e.g.

object oWay = GetWaypointByTag("tagname");  //enter the tagname of the waypoint
object oObject = GetNearestObjectByTag("tagname", oWay); //enter the tagname of the object
               
               

               


                     Modifié par _Guile, 30 août 2011 - 04:48 .
                     
                  


            

Legacy_Failed.Bard

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VFX_BEAM Bug
« Reply #2 on: August 30, 2011, 06:07:38 pm »


               

_Guile wrote...
For the record, you should "Get" and object by using a waypoint, this way it doesn't search the entire module looking for that object... (Obviously you will have to paint a waypoint in that area and give it a tagname)  e.g.

object oWay = GetWaypointByTag("tagname");  //enter the tagname of the waypoint
object oObject = GetNearestObjectByTag("tagname", oWay); //enter the tagname of the object


  GetObjectByTag is substantially faster at getting a unique tag than GetNearestObjectByTag.  See the thread here for discussion on it and comparative testing results http://social.biowar...2/index/8147590
               
               

               
            

Legacy_Calvix2

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VFX_BEAM Bug
« Reply #3 on: August 30, 2011, 07:28:33 pm »


               

_Guile wrote...


It seems work right .. so Thanks