Author Topic: Helms Hak  (Read 347 times)

Legacy_UnrealJedi

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Helms Hak
« on: April 05, 2012, 01:40:59 pm »


               Does anyone know of a helms hak that actually allows helms to appear in-game? I don't mean helms that cover the entire head but helms that have an open face.

Thanks...
               
               

               
            

Legacy_Failed.Bard

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Helms Hak
« Reply #1 on: April 05, 2012, 02:16:18 pm »


               You want the head aligned vfx for helms/horns.  There are actually some of them in cep 2.3 and later already, in addition to the expanded vfx haks that have been made since.
               
               

               
            

Legacy_Vipre

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Helms Hak
« Reply #2 on: April 05, 2012, 02:21:29 pm »


               Aligned Head Visual Effects

I believe that's the right link.
               
               

               
            

Legacy_UnrealJedi

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Helms Hak
« Reply #3 on: April 05, 2012, 07:17:46 pm »


               Failed.Bard, I looked for them in the CEP but could not find them. Can you give me a hint where to look? I have a death knight in my module and what I am trying to do is give him an open faced helm with glowing red eyes. I'm hoping that's in the CEP.

Vipre, thanks for posting a link. If I can't find what I need in the CEP I'll take a look at the link you provided.
               
               

               
            

Legacy_Failed.Bard

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Helms Hak
« Reply #4 on: April 05, 2012, 11:00:17 pm »


               They're lines 4300 - 4716 in visualeffects.2da.  Human male helms are 4660 - 4673, either those or half-orc (4600 - 4613) are likely the ones that will align the closest.  Since there are no constants premade for them you'll have to apply the vfx directly off the number.
               
               

               
            

Legacy_UnrealJedi

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Helms Hak
« Reply #5 on: April 06, 2012, 01:31:01 pm »


               Uh oh...I don't have clue one how to do that but I'll research and see if their is a tutorial explaining how to do so. If you happen to know of one can you post a link here?

Thanks!
               
               

               
            

Legacy_Failed.Bard

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Helms Hak
« Reply #6 on: April 06, 2012, 03:09:20 pm »


               You could simply add the effect placement into an OnSpawn for it with something like this:

ApplyEffectToObject (DURATION_TYPE_PERMANENT, SupernaturalEffect (EffectVisualEffect (4660)), OBJECT_SELF);

 I don't know what each helm looks like offhand, or even if they dispay properly with that model type.  You'd have to experiment a bit with it.  Just feed the number in where the 4660 is to try other vfx models.
               
               

               
            

Legacy_Rolo Kipp

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Helms Hak
« Reply #7 on: April 06, 2012, 03:46:47 pm »


                <offering...>

The primary difference between the helms that are modeled in game and the VFX helms is that with the standard helms, the helm model *replaces* the head. So there's no face behind the helm to show through.

The VFX helm places a helm visual effect on top of the head. The limitation there is that visual effects don't reflect (shiny) and they "burn-through" fog and other effects. Also, of course, you have to script them to appear and disappear. And, as I found out in last months CCC, if you put *anything* in the helmet slot, it will replace the head.

As for the actual script to do the effect, take a look at the tag-based script in the Nov CCC for Cestus Dei's Submarine Helm o' Air, or wait a couple days for the source files for the Mar CCC. I'll have a much better tag-based script (based on the Krit's template) for the Ki-stone diadems. I'm putting that together now. The source-files, not the script ;-P

<...two coppers>
               
               

               


                     Modifié par Rolo Kipp, 06 avril 2012 - 02:48 .
                     
                  


            

Legacy_UnrealJedi

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Helms Hak
« Reply #8 on: April 06, 2012, 08:26:50 pm »


               Thanks FB and Rolo. The death knight is simply in an abandoned castle...no fog and no need for shininess (which would look weird on an ancient death knight anayway).

Thanks for the assistance! This will really add to the visual aspect of my module!
               
               

               
            

Legacy_Rolo Kipp

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Helms Hak
« Reply #9 on: April 10, 2012, 03:59:23 pm »


               <scribbling a...>

The script I used for the Ki Stone Diadems is in the source archive for Elven Stuff.

<...script>