FriarChris Posted May 23, 2012 Share Posted May 23, 2012 (edited) This is really, really annoying me to the extent that I'm dreading it's a hardcoded error, but I digress: ImpactData, or ImpactDataSets - it seems like it's the latter that is at fault from my testing. Simple story - I've got a spell that generates a Hazard upon impact - a light spell specifically; for the purposes of troubleshooting the problem I even reduced it to a Magelight clone just to ensure that the rest of the components were in order. Simple difference at this stage is just that I want to have a different hazard generated from the normal old magelight - once again for simple testing purposes, it's a duplicate of the magelight hazard that uses a different hued light. I'm rather sure my new ImpactDataSet for the new spell is perfectly fine - if I use the same setup with the existing magelight ImpactData, the spell works just fine (albeit with the magelight hazard and not mine, of course) so everything 'above' this point seems fine. Likewise, my new hazard works with the magelight ImpactData... So it seems like something is wrong with my new ImpactData file that goes with my new data set. Specifically, the spells using the new ImpactData don't impact things, or rather they disappear into walls and objects and do not generate a hazard or any other effects applied in that ImpactData, with but one exception - they work on NPCs. For reference and for troubleshooting the problem, my ImpactDataSet uses the SAME ImpactData for every possible material - so the NPCs or their armour are not registering them because of different ImpactData... Does anyone know what's going on here or how to help?! Edited May 23, 2012 by FriarChris Link to comment Share on other sites More sharing options...
elseagoat Posted May 23, 2012 Share Posted May 23, 2012 Sounds like it has to do with material types. Make sure you have the impactdata that you want assigned to various material types and not just flesh Link to comment Share on other sites More sharing options...
FriarChris Posted May 23, 2012 Author Share Posted May 23, 2012 Sounds like it has to do with material types. Make sure you have the impactdata that you want assigned to various material types and not just flesh Well these were my thoughts exactly - as a result, I've got it set to use the impactdata I want on all material types so it should always work. Hence my confusion - the ImpactDataSet currently has it enabled for everything and still the result is not generated on impact. As an extension, I can't get any spell impacts to work whatsoever. I tried the same thing with a rune-spell set-up, and the spells still do nothing upon colliding with terrain. Link to comment Share on other sites More sharing options...
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