So das einfach am Ende einfügen…wenn ihr einen Effekt unverändert nutzen wollt - da bieten sich zum Beispiel Fear, Berserk oder Speed an( Speed wurde nie umgesetzt genauso wie Undress usw. aber Fear und Berserk- davon gibt es Scroll, die aber AFAIK im Spiel nicht gefunden werden können - sind auch wirklich zu stark… wens interessiert Itarscrollfear und ItArScrollBerserk) - dann müsst ihr HIER NICHTS VERÄNDERN UND NICHTS NEUES MACHEN!
INSTANCE MFX_KILL_INIT (C_PARTICLEFX) { ppsvalue = 80.000000000; ppsscalekeys_s = "1"; ppsislooping = 1; ppsissmooth = 1; ppsfps = 2.50000000; shptype_s = "SPHERE"; shpfor_s = "OBJECT"; shpdistribtype_s = "RAND"; shpdim_s = "15"; shpscalekeys_s = "1"; shpscaleislooping = 1; shpscaleissmooth = 1; shpscalefps = 1.000000000; dirmode_s = "TARGET"; dirfor_s = "object"; dirmodetargetfor_s = "OBJECT"; dirmodetargetpos_s = "0 7 0"; velavg = 0.050000001; lsppartavg = 450.000000000; lsppartvar = 70.000000000; visname_s = "TELSTURM.TGA"; visorientation_s = "NONE"; vistexcolorstart_s = "0 255 100"; vistexcolorend_s = "0 220 120"; vissizestart_s = "10 70"; vissizeendscale = 10.000000000; visalphafunc_s = "ADD"; visalphastart = 255.000000000; trlfadespeed = 0.500000000; trltexture_s = "ZPLASMA0.TGA"; trlwidth = 3.000000000; }; INSTANCE MFX_KILL_CAST (C_PARTICLEFX) { ppsvalue = 60.000000000; ppsscalekeys_s = "1"; ppsissmooth = 1; ppsfps = 1.200000000; shptype_s = "SPHERE"; shpfor_s = "OBJECT"; shpoffsetvec_s = "0 0 0"; shpdistribtype_s = "RAND"; shpisvolume = 1; shpdim_s = "50"; shpscalekeys_s = "1 10"; shpscaleislooping = 1; shpscaleissmooth = 1; dirmode_s = "DIR"; dirfor_s = "OBJECT"; dirmodetargetfor_s = "OBJECT"; dirmodetargetpos_s = "0 7 0"; velavg = 2.000000000; velvar = 0.500000000; lsppartavg = 1000.000000000; lsppartvar = 300.000000000; flygravity_s = "0 0.0001 0"; visname_s = "GROUNDFOG.TGA"; visorientation_s = "NONE"; vistexanifps = 3.000000000; vistexaniislooping = 1; vistexcolorstart_s = "0 0 0"; vistexcolorend_s = "0 0 0"; vissizestart_s = "4 4"; vissizeendscale = 150.000000000; visalphafunc_s = "BLEND"; visalphastart = 255.000000000; trltexture_s = "ZPLASMA0.TGA"; }; INSTANCE MFX_KILL_COLLIDE (C_PARTICLEFX) { ppsvalue = 1000.000000000; ppsscalekeys_s = "1"; ppsissmooth = 1; ppsfps = 100.000000000; shptype_s = "SPHERE"; shpfor_s = "world"; shpoffsetvec_s = "0 0 0"; shpdistribtype_s = "RAND"; shpdistribwalkspeed = 0.100000001; shpisvolume = 1; shpdim_s = "8"; shpscalekeys_s = "1 "; shpscaleislooping = 1; shpscaleissmooth = 1; shpscalefps = 2.000000000; dirmode_s = "TARGET"; dirfor_s = "object"; dirmodetargetfor_s = "OBJECT"; dirmodetargetpos_s = "0 0 0"; dirangleheadvar = 180.000000000; dirangleelevvar = 180.000000000; velavg = 0.079999998; velvar = 0.020000000; lsppartavg = 10000.000000000; lsppartVar = 200.00000000; flygravity_s = "0 0 0"; flycolldet_b = 1; visname_s = "TELSTURM.TGA"; visorientation_s = "VELO3D"; vistexanifps = 18.000000000; vistexaniislooping = 1; vistexcolorstart_s = "0 255 100"; vistexcolorend_s = "0 220 120"; vissizestart_s = "10 70"; vissizeendscale = 10.000000000; visalphafunc_s = "ADD"; visalphastart = 255.000000000; trlfadespeed = 0.500000000; trltexture_s = "ZPLASMA0.TGA"; trlwidth = 8.000000000; };
Ich finde der Zauber schaut in dieser Beta Phase schon ganz gut aus - er ist aber nicht ganz so wie hier beschrieben - z.B anderes Target usw- aber das werdet ihr dann ja sehen.
Jetzt zu den Visual Effekten…