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PFXMAGIC

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…

tutorials/spell_tutorial/pfxmagic.txt · Zuletzt geändert: 2016/02/08 23:46 von milgo