ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 If I hit enter in the id box it saves it.With the image space modifier script, the screen will be what every color I set it to, If however I wanted the helm to have no color change, but maintain the detect life explosion effect, I can skip the imod section of the script correct? Keep the timer start and end, between the explosion call? Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 Yep you could, only need to delete the imod and rimod instructions. Tho imods can do far more than coloring. Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 Yep you could, only need to delete the imod and rimod instructions. Tho imods can do far more than coloring. That is true I want to through in some blur lines maybe give it a bit of a fish eye effect, I'll play around with them see what I like Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 24, 2009 Author Share Posted April 24, 2009 I should be setting my scripts as effects correct? I followed through what you were saying, but when I equip the helmet I get a big explosion of orange and blue then its gone it isn't staying nor is it just light up the life forms haha. In the base option do I want my effects to be checked as self or target, or no check boxes? Link to comment Share on other sites More sharing options...
TGBlank Posted April 24, 2009 Share Posted April 24, 2009 self+touch+target, just to be sure.You also want the explosion to have the same settings as the existing "fake force" explosions. Just with no strength and with an enchantment attached.To make it easier, use the flamer's shader at start, you can worry about specific effects later. Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 24, 2009 Author Share Posted April 24, 2009 self+touch+target, just to be sure.You also want the explosion to have the same settings as the existing "fake force" explosions. Just with no strength and with an enchantment attached.HazzzzAAAAA I got it to work finally, now I just need to learn how to make and effect I like. Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 24, 2009 Author Share Posted April 24, 2009 Well now here is a switch for you, it won't shut off when I take the helmet off? what should end script look like for the effects? The night vision will, the glow/explosion will not. Link to comment Share on other sites More sharing options...
TGBlank Posted April 24, 2009 Share Posted April 24, 2009 You need to give a duration to the effect the explosion adds, like, 11 seconds. This way, they should shut off 0-11 seconds after you take off the helmet.For more responsiveness, you'd need to both reduce the duration, and reduce the timer conditional on the helmet's script (where it asks if timer > 10). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.