[en] - Modding Corner > Coding
Coding in Edain 4.00
CragLord:
It is ChildObject in same ini, it is clear now, just I couldn't find it because I haven't read whole dwarvengrimbeorn.ini file. xD
Thanks Melkor. :)
Regards,
CragLord
Glorfindel23:
How to delete the transparency of the trees of the Lothlorien ? Help me please
FG15:
The transparency is part of the draw behavior (usually the first module in an object).
Glorfindel23:
--- Zitat von: FG15 am 17. Feb 2016, 20:58 ---The transparency is part of the draw behavior (usually the first module in an object).
--- Ende Zitat ---
Thank you very much !
________________________ ________________________ ___
I have tested some possibility but it doesn't work
My problem is ending if someone is interested my code is :
--- Zitat ---Object TreeLothlorien14
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
AddModule ModuleTag_Opt_01
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLoth14
TextureName = TTLoth02.TGA;
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
End
RemoveModule ModuleTag_01
AddModule ModuleTag_01CG
Draw = W3DScriptedModelDraw ModuleTag_01CG
StaticModelLODMode = yes
DefaultModelConditionSta te
Model = PTLoth14
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLoth12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
End
--- Ende Zitat ---
calsash:
Hello i have a problem with a code
this is the code:
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End
However the unit still despawns even though there is no time remaining bar.
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