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Sparkin- 03-03-2007
Was wondering about the siege system,
Seems when we use it it places the flames on the wrong end of the item being hit
for instance the other side of the door
any way to change this?
Thanks
Sparkin
ArteGordon- 03-04-2007
the locationeffect is placed at the same location as the item. How it gets displayed there is determined by the client.
You might try playing with the effectcontroller using the door as the SourceItem and the effect type as Location and see if there is a setting combination that displays it differently.
Sparkin- 03-04-2007

QUOTE (ArteGordon @ March 04, 2007 11:46 am)
the locationeffect is placed at the same location as the item. How it gets displayed there is determined by the client. You might try playing with the effectcontroller using the door as the SourceItem and the effect type as Location and see if there is a setting combination that displays it differently.

awesome, will give it a try! love the system btw, my other question was we would like this for be an entrance method to some dungeons, however it seems the effect does not reset.
anyway to get this to reset to a door?
thanks in advanced and sorry to be such a pain
ArteGordon- 03-04-2007
not sure what you mean by it not resetting. If you mean that after you destroy it, it remains destroyed and doesnt automatically repair itself?
You can enable autorepair with these settings

CODE
public virtual int WhenToAutoRepair { get { return 0; } } // 0=never, 1=after any damage, 2=after being destroyed public virtual double AutoRepairFactor { get { return 0.1; } } // fraction of HitsMax to repair on each autorepair OnTick. A value of 1 will fully repair.

and then you can set the value for individual attachments by setting the AutoRepairTime property.
Sparkin- 03-04-2007

QUOTE (ArteGordon @ March 04, 2007 03:43 pm)
not sure what you mean by it not resetting. If you mean that after you destroy it, it remains destroyed and doesnt automatically repair itself? You can enable autorepair with these settings

CODE
public virtual int WhenToAutoRepair { get { return 0; } } // 0=never, 1=after any damage, 2=after being destroyed public virtual double AutoRepairFactor { get { return 0.1; } } // fraction of HitsMax to repair on each autorepair OnTick. A value of 1 will fully repair.

and then you can set the value for individual attachments by setting the AutoRepairTime property.
Sweet thanks!
Sparkin- 03-05-2007
Well that worked wonderfully Arte, however the flames remain when the item restarts, this is not really a big deal but if it would be possible to have them reset also would be nice, the system is awesome and will be a big part of our shard so thanks very much for this system
Sparkin
EDIT
WOOT got it sorry for the trouble seems adding to a spawner is the way to go
ArteGordon- 03-05-2007
the flames probably remain because with an AutoRepairFactor of less than 1, it doesnt repair back to full health immediately. The spawner solution takes care of that by just replacing it with a new undamaged one.
Sparkin- 03-06-2007

QUOTE (ArteGordon @ March 05, 2007 09:06 am)
the flames probably remain because with an AutoRepairFactor of less than 1, it doesnt repair back to full health immediately. The spawner solution takes care of that by just replacing it with a new undamaged one.

yes after I seen that in the script i seen what a noob i was hehe thanks so much for this
We plan on using it as a inter shard event for 7 different shards
also we are working on a siege craft system
now sure if we should post it here or not let me know if u think its appropriate to post here
thanks
sparkin
ArteGordon- 03-06-2007
sounds great. If you posted it here I'm sure that it would be very much appreciated by everyone.