Author Topic: Creating beam effects  (Read 355 times)

Legacy_Ckrauser

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Creating beam effects
« on: October 19, 2014, 12:53:00 am »


               

I am trying to create some custom beam effects. I have the models all ready to go, but I'm not sure how to access them in scripts. I noticed the values for the default VFX_BEAM_* constants are found in the visualeffects.2da file; but the only difference between, say, VFX_BEAM_COLD (line 211) and VFX_BEAM_HOLY (line 212) is the ProgFX_Duration value, being 602 and 603, respectively.


 


Where does this value point to? I know that VFX_BEAM_COLD uses the vim_raycold.mdl, but how does that equate to 602?



               
               

               
            

Legacy__Guile

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Creating beam effects
« Reply #1 on: October 20, 2014, 11:29:33 am »


               

Your question is far too technical for most normal scripters, as we didn't design the 2das, and though I'd like to help you here, I don't really see the point in all of your research...  Use the beam or don't?  (Who cares what it points to as long as it works?)



               
               

               
            

Legacy_Ckrauser

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Creating beam effects
« Reply #2 on: October 20, 2014, 08:07:42 pm »


               I am asking because I want to create brand new beams, not just overwrite the presets. Basically, when I go to modify the visualeffects.2da file to add my new beam effect, what number do I put in the ProgFX_Duration column so it uses my new model?
               
               

               
            

Legacy_The Amethyst Dragon

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Creating beam effects
« Reply #3 on: October 21, 2014, 03:26:01 am »


               

To add new beam effects to the game, you will need to use NWNCX (as will your module's players). It contains a 2da file you will need in addition to modifying visualeffects.2da. NWNCX is the only way (currently) to add brand new beam effects to the game. 



               
               

               
            

Legacy_Ckrauser

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Creating beam effects
« Reply #4 on: October 21, 2014, 05:11:27 am »


               

Alright, good to know.