Model effects scripting

A forum for discussing map making ideas and problems for the Myth series.
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hmp
Posts: 146
Joined: Fri Dec 14, 2007 3:00 am

Model effects scripting

Post by hmp »

Projectile Type To Detonate - Takes a projectile type, defining a projectile type to create and detonate immediately.

Projectile Origin - Takes a world point, defining a the point to create the projectile at.
How do you use these options? For the first one I suppose I enter the code for the projectile or object? But I can't seem to do anything for the second. Clicking the add button does nothing and clicking a location doesn't do anything either. :?
Thanks
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haravikk
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Joined: Mon Mar 22, 2004 12:56 pm
Location: Scotland

Post by haravikk »

Never tried to use these but if I remember right they don't really work anyway.

The way the effects are achieved in levels like "Walls of Muirthemne" is that a special scenery item is placed on the model where the effect should originate, and its hit projectile group spawns the debris you require. You can adjust a scenery item's settings in Fear to make it advance a model animation and things as well.
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