Bioware Archive
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
SMF - Just Installed!
Home
Help
Login
Register
Bioware Archive
»
Bioware Archive V2
»
Builders - Scripting
»
Area Wind - Adjusting Via Script
« previous
next »
Print
Pages: [
1
]
Author
Topic: Area Wind - Adjusting Via Script (Read 335 times)
Legacy_henesua
Hero Member
Posts: 6519
Karma: +0/-0
Area Wind - Adjusting Via Script
«
on:
December 14, 2012, 05:34:48 pm »
Is it possible to adjust an area's
wind
setting? You can change the
Skybox
, the
Weather
, and the
Fog
. But I don't see anything for adjusting wind.
Logged
Legacy_Thayan
Sr. Member
Posts: 435
Karma: +0/-0
Area Wind - Adjusting Via Script
«
Reply #1 on:
December 15, 2012, 08:22:58 pm »
The only way I have seen this done is through something like the use of Olander's Realistic Weather (ORW) system that requires you as a builder to create your own area-wide wind sound objects (Soft Wind and Strong Wind, for example) and then put them in each exterior area of the module where you want the wind to change. Then call them using functions like SoundObjectSetVolume() and SoundObjectPlay().
We use this in Thay and it seems to work reasonably well.
Logged
Legacy_henesua
Hero Member
Posts: 6519
Karma: +0/-0
Area Wind - Adjusting Via Script
«
Reply #2 on:
December 15, 2012, 11:11:24 pm »
What about animation of dangly meshes?
Modifié par henesua, 15 décembre 2012 - 11:11 .
Logged
Legacy_Rolo Kipp
Hero Member
Posts: 4349
Karma: +0/-0
Area Wind - Adjusting Via Script
«
Reply #3 on:
December 16, 2012, 05:33:56 pm »
<shining a big fuzzy silhouette...>
Maybe a valid target for NwNCx? Not just the velocity of the wind, but the blasted *direction*?!
<...of virusman on the clouds>
Logged
Print
Pages: [
1
]
« previous
next »
Bioware Archive
»
Bioware Archive V2
»
Builders - Scripting
»
Area Wind - Adjusting Via Script