Lindor 438 Posted November 13, 2020 Share Posted November 13, 2020 Hey There's something I wanted to do for a while now but I don't have enough skill, honsestly I don't even know where to start. Is it possible to mod High Elfs Blazing Tempest so it no longer gets blocked by every single tree and rock while also keeping the fx and damage synchronized? I mean one could simply change the spellclass to Levin Arrays spellclass or something like that but then the damage events wouldn't align with the fx animation anymore. Because this is what makes a Pyromancer High Elf very not fun for me, especially in regions like the Artamark. Btw the same goes for the Glacial Thorns spell, but it's not as bad as Blazing Tempest because of the spikes height. Link to comment
Popular Post dimitrius154 612 Posted November 13, 2020 Popular Post Share Posted November 13, 2020 7 hours ago, Lindor said: blocked by every single tree and rock while also keeping the fx and damage synchronized? The easiest thing is probably making all tree and rock hitboxes extremely small it the xy plane. 1 1 Link to comment
Popular Post Flix 5,116 Posted November 13, 2020 Popular Post Share Posted November 13, 2020 ^ Yeah, and that's a pretty hefty project. There's nothing in the scripts that would allow Blazing Tempest to ignore obstacles. I'm certain that's set for the spellclass at the code level. The only other thing I can think of is using a spell class that ignores obstacles but that might make good use of Blazing Tempest's FX. You might try changing the spell class and control types to: spellClass = "cSpellNova", spellcontroltype = "eCAtype_a_effect_self", or maybe spellClass = "cSpellDmEnergiebrand", spellcontroltype = "eCAtype_a_effect_location_start", I have no idea if the Blazing Tempest FX would even display in a useful way though. There's always a chance. 1 1 Link to comment
Popular Post dimitrius154 612 Posted November 14, 2020 Popular Post Share Posted November 14, 2020 10 hours ago, Flix said: I'm certain that's set for the spellclass at the code level. That's correct. Someone thought it not realistic for firestorms to pass through building walls. Thus incidentally defying one of the primary purposes of combat flamethrowers) 1 1 Link to comment
Lindor 438 Posted November 14, 2020 Author Share Posted November 14, 2020 17 hours ago, dimitrius154 said: The easiest thing is probably making all tree and rock hitboxes extremely small it the xy plane. That sounds like a terrific task. And I don't want every character to be able to phase through matter like in that one star trek episode Thanks for your help you two, I tried lots and lots of different spellclasses and spellcontroltypes today including your suggested ones, didn't get to load in the FX on any of them But it was worth a try. 1 Link to comment
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