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"Zone of Clear Air" and projectiles that don't go away


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#1 temnix

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Posted 03 February 2018 - 12:37 PM

There are some projectiles that can be kept on a character for a while with the Casting glow opcode. They are a useful alternative to Play Visual Effect. But casting glows (from this or from a spell being cast) don't get removed with the Zone of Clear Air. How exactly does this effect work and "where" are the casting glow projectiles that the Zone doesn't see them? One can even walk away from cg-type projectiles and they keep going.



#2 GeN1e

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Posted 03 February 2018 - 04:45 PM

I believe it only removes projectiles embedded into .are, not any and all.


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#3 temnix

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Posted 04 February 2018 - 04:35 AM

Maybe, but how does this embedding happen? I can tell you this much, that standing caster-glow PROs work like looping VVCs, except saving is enabled - unlike "At target point" VVCs. The PROs don't get stored, but still, one can play normally. Maybe they don't even have to be actually aimed at a creature.



#4 -kjeron-

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Posted 04 February 2018 - 04:34 PM

It can only remove Area-Effect projectiles.  If you use an area-effect casting glow, it will remove it.

 

Opcode 215 at Target Point does not by itself disable saving, but nor is the effect saved.

The default Casting Glows don't disable saving only because their projectiles do not disable saving, if you used another projectile for them that normally disables saving, like WEB, it would still disable saving when used as a casting glow.  Area-effect projectiles that disable saving do so because they are not saved, were you to reload, they would disappear.  You can see this by forcing auto-saves and reloading.  Traps allow saving because they are saved to the area file.



#5 temnix

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Posted 04 February 2018 - 05:22 PM

This doesn't explain which projectiles get saved and which don't. Why traps and not web? But I know for a fact that 215 at Target Point disables saving while the animation plays. When it stops, you can save again.

 

About AOE for casting glows: how about a very small box size, like 1? I remember trying that for Physical Mirror, looks and works just as a single-target PRO, only then there is no reflecting the projectile.



#6 Avenger_teambg

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Posted 05 February 2018 - 08:48 AM

Aoe projectiles that go full aoe on trigger (aka traps) are saved in EE, and don't block saves.

All other AOE (clouds and such) block saves.

In old IE BG2 they are hardcoded.

 

I'm fairly sure i already wrote this somewhere.


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#7 temnix

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Posted 05 February 2018 - 10:05 AM

You might have, who's keeping track? What we need to work out here is how to get an animation to show, and allow saving, and be removable with Clear Air, using a PRO. Because that's all of the goods in one basket, more than for Play Visual Effect. And I think I got it. The credit goes to kjeron for his info on AOE removal... You make a PRO. Make it area-of-effect with a very small box, at least, and probably at most, 2 repetitions. The animation actually only plays noticeably once. For 2 repetitions you get just one playthrough, and it lasts as long as you enter in the Explosion frequency field. For my purposes I needed something very long, so I've gone as high as 20000, that should do it for me. Pick the right animation cycle in the Projectile window, too. This kind of projectile looks just like a single-target will be removed by Clear Air, though it won't stop on its own. And it doesn't switch between cycles.

 

Screen:

 

Screen.jpg


Edited by temnix, 05 February 2018 - 10:08 AM.


#8 Avenger_teambg

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Posted 05 February 2018 - 01:31 PM

it is area flag 0x4 that makes a projectile 'explode on trigger' - aka trap.

 

For everything else, you need to restart the projectile in the area script's OnCreation

there is one such projectile in SoD, where the myconid explodes (it is a permanent cloud projectile that allows saving). 


Edited by Avenger_teambg, 05 February 2018 - 01:31 PM.

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#9 temnix

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Posted 05 February 2018 - 05:12 PM

No, I don't need anything. I told you, I got it. You just follow the steps and you'll have a projectile that permits saving and can be removed with Zone. But - how about traps that can't be triggered by anyone? We can enter which type of creature is going to be able to set off the trap, right? So if we set that to some SPECIFIC value no one has, the traps are gonna stay and be saved in the game file.

 

Man, this is better than Swiss cheese.


Edited by temnix, 05 February 2018 - 05:32 PM.