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Coding in Edain 4.00

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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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