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EFX preset spawnarg for Location entities?


Frost_Salamander

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11 minutes ago, nbohr1more said:

When you use the location system, all attributes have a default value so if the location entity took precedence a Null EFX preset would take precedence over a carefully created EFX def.

Sorry what I'm suggesting is the location spawnarg would take precedence over the file only if both were populated.  I'm not sure anyone would actually do this, but say they had a 'carefully created EFX def' in a file, and then wanted to override that after some event in-game by setting the preset spawnarg on the location entity.

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Right, if you fixed the case of populated taking precedence over unpopulated then perhaps you could also look at what happens to ambient lights since currently if you leave the ambient light values unpopulated the wrong default values take precedence over the ambient world values. ( Hence why I was nervous about the location taking precedence )

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1 hour ago, nbohr1more said:

Right, if you fixed the case of populated taking precedence over unpopulated then perhaps you could also look at what happens to ambient lights since currently if you leave the ambient light values unpopulated the wrong default values take precedence over the ambient world values. ( Hence why I was nervous about the location taking precedence )

sure happy to have a look but probably as a separate piece of work as it won't be the same part of the code.  Is there an open bug tracker issue for it?

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5 hours ago, nbohr1more said:

@kingsal likes to use custom EFX so he's probably the best audience here but I think presets with locations are enough as long as the old def file method still works and both can be used in the same mission with precedence given to def file.

I've actually stopped using custom EFX settings and I only use the presets now. Unless you really know what you are doing, its hard to get the effect you want. That being said, an EFX spawnarg pointing to the preset would be nice assuming  we can keep it compatible with the current method. 

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2 hours ago, Frost_Salamander said:

sure happy to have a look but probably as a separate piece of work as it won't be the same part of the code.  Is there an open bug tracker issue for it?

https://bugs.thedarkmod.com/view.php?id=3859

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