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kungfuhobbit

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Posts posted by kungfuhobbit

  1. Thanks but Comet cant use VVC as it starts too high - it must be invoked as a projectile (extended flag 13, per OP).

    I was suggesting the same method that you are - secondary spells with CastSpell(), not secondary projectiles (#3 not #2 in the OP)

    "Cast spell at point, Self" - Are you sure the secondaries wont just fall on the caster?

    I will test later. And thanks for the lighting ideas for me to play around with.

    I am still not sure what form should the primary dummy spell be?
    Spell form = Normal or Projectile?
    Number and type = 4-Area?
    Which projectile?

     

  2. @temnix Thankyou, great ideas

    In the OP I have tried the primary/secondary spell idea but I had problems.

    "In your starting spell put Cast spell on point A"
    How exactly?
    Spell form = Normal or Projectile?
    Number and type = 4 Area?
    Which projectile?

    I tried with fireball as the primary spell but the secondary Cast Spell () applies only to creatures hit by the original AOE. The secondary comets then track the movement of the target creatures up/down/left/right, which looks bad.
    When there is no creature hit by the primary projectile, the secondary Cast Spell ()s does not target the original ground location.

    Thanks for your help

  3. The aim is to have 3 or more comets fall together in a swarm.
    I dont think this is possible with 2 extra Play 3d effect (vvc) because they wont start in the sky and fall. I think this behaviour is done hardcoded in comet.pro (extended flag 13) which controls the falling spcomtrv.bam

    At least three possible ways:

    1. merging bam frames together to less than 256x256. The changing centre of even one comet cycle makes this difficult.

    2. Ive been advised to consider Secondary Projectiles. Which existing spells use them?

    3. A dummy AOE spell to "Cast Spell (Mage/Cleric/etc.)" with 3 new unique comet spells (with their own projectiles and bams offset from centre left and right).
    But the "Cast Spell () applies only to characters hit by the original AOE.
    The comets then track the movement of the target, which looks bad.

    When there is no character targeted, the Cast Spell () 's do not just target the original ground location.
    How can I make this happen please?

    PS. And DLTCEP Casting Features tab doesnt seem to work for Pre-Target

    --

    Please could anyone advise? Thanks

  4. 1. Thanks but didnt work, prologue Tamoko and Sarevok keep waving around!

    2. Changing DisplayStringWait to DisplayString removes the accompanying audio lines though : ( eg ch1cut01.bcs. Is there any other hack around this?

    Options > Language > Show subtitles and Sounds > Character Sounds > Character subtitles are bugged, deselecting them does not turn off cutscene subtitles. Ive reported it as a bug. Tested on BGEE SOD unmodded and EET. It was an option added in v1.2.0 https://forums.beamdog.com/discussion/22810/game-update-v1-2-0

     

  5. Thanks but noob question-

    1. How do I set opcodes on creatures please?

    Ive looked at documentation/tutorials at IESDP and here at https://www.gibberlings3.net/forums/topic/652-tutorial-index-and-forum-guidelines
    The closest I found was SimDing0 says "4) Can a STATE be changed in a script? No, you cannot change a state directly from a script. You must deal with the effect that is causing that state."

    I have some more questions about cutscences while Im at it please, if anyone could help out?
    How to:

    2. Disable subtitles over characters in cutscenes?
    (the Options Sounds and Language settings do not disable the cutscene subtitles)

    3. Disable area music during cutscene?

    4. Play (battle) music looping during cutscene?

    I can only find 'createcreature...' commands in action.ids

    Thanks

  6. I want to modify Cone of Cold (spwi503) to affect enemies only.
    I editted the projectile's AOE flag for Affect enemies only, I also later tried changing Spell Form from Normal to Projectile and removing the effect files, cast spwi503 and Casting Features.
    It still affects the party no matter what I do.

    Are there hardcoded features? Do any other cone projectiles affect enemies only?
    Thanks

  7. It still affects the party.

    Cones are more complicated than fireballs I guess. But I do get the conic AOE overlay now (in-game screenshot with Win+G unsupported for me).

    I followed your steps editting the original. I also tried changing the spl file's Spell Form from Normal to Projectile and removing the effect files, cast spwi503 and Casting Features. It still affects the party even though Affect enemies only is definitely selected : (

     

    Capture1.png

    Capture2.png

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