Jump to content
The Dark Mod Forums

Hiding FX at a distance


Recommended Posts

 

 

@HMart I don't know about the code, but doesn't D3 control burnaway partly through scripting?

float burnDelay = getFloatKey( "burnaway" );
	if ( burnDelay != 0 ) {
		preBurn();
		sys.wait( burnDelay );
		burn();
		startSound( "snd_burn", SND_CHANNEL_BODY, false );
	}

(From ai_monster_base.script)

 

Hum yes that maybe it, i forgot about that, will analyze that script code and see what i can get of it, thanks for the hint. :)

Link to post
Share on other sites

 

Hum yes that maybe it, i forgot about that, will analyze that script code and see what i can get of it, thanks for the hint. :)

 

Just a update on my case, VanishedOne you were right the burn away effect was handled by the script code. On c++ was only the case of using SetShaderParm(parm7, gameLocal.time * 0.001 ); It should have been obvious but I didn't saw it, gameLocal.time changes each frame, i was using a fixed value expecting the material keyword "time" to do the rest but it didn't. Btw the * 0.001 is there to convert milliseconds to seconds, the engine Macro MS2SEC() does the same.

 

This tho don't explain how to get the alphaTest value from the material using other than GetShaderParm...more study for me.

  • Like 1
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...