Author Topic: Question on Head-Mounted Effects  (Read 328 times)

Legacy_ia.Pepper

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Question on Head-Mounted Effects
« on: March 05, 2015, 06:23:51 am »


               

 Soooo. I am working on a model that attaches to the head of a player, and I am conflicted. On one hand, I want it to remain facing completely straight up, but on the other hand, I want it to -TURN- with the player's facing/head.


 


 When I make it turn with the player's facing, it tends to sit at an ugly angle and even falls horizontal if the player is killed. But what I am trying to do is make it so if the player faces east, it will face east, but if the player is killed the model never falls horizontal and stays perfectly rigid and vertical the entire time.


 


 Problem is, I don't know how to get NWN to do what I want on that, or even if it's possible. So I figured I would get some other minds on this, see if any of you can pick it apart and figure out the concept. It'd be appreciated if any of you had an answer, or suggestions on making this work.  '<img'>



               
               

               
            

Legacy_OldTimeRadio

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Question on Head-Mounted Effects
« Reply #1 on: March 05, 2015, 06:23:51 pm »


               

Well, you might give it a shot by turning the model into an emitter chunk and playing around with different "inherit" movement settings.  Emitter inheritance settings are inherit, inheritvel, inherit_local & inherit_part and all of them are mutually exclusive except for, I believe, inheritvel, which may be used with others but which you probably won't have use for.  If you do wind up testing this out, and this part should be done in notepad, it would probably be a wise idea to include the other, unused, inherit settings set to 0 along with the one you're using set to 1. 


 


At least the last time I checked, NWMax and its derivatives differ in the logic used for setting inheritence properties (among other things) for emitters and so it's easier to test these specific settings using a text editor.  I believe the kind of functionality you're looking for (player model base alignment) is performed by one of the non-inheritvel settings.


 


Good luck!