User talk:Shademe

Revision as of 10:20, 15 October 2008 by imported>Antares (→‎Answered Questions: Won't work for you, but this might........)

(Few) Questions ...

Use Info in scripts ?
Can the Use-Info of a particular item be referred to in a script, meaning - can I check if a given reference is used in, say a quest - all of this inside a script ?

Concerning Shader Effects
How do I find out whether a given shader effect is playing ? Without using a counter ? Is there a generic referrer to the playing shader ? 


Answered Questions

Can all playing shader effects be turned off using the pms function-meaning using something like pms currentlyPlayingshaderref ?

In response to this I believe I may be of assistance. Instead of turning off any given effectShader you can simply make it appear as though they have been turned off. This is achieved by creating a dummy effect shader and then getting that one to play. An example used in a mod for release of my very own is provided below:

Sample Image

Using something similar to the above should (as new shader effects overwrite any existing ones) work fine. Hope this was helpful mate,
--Antares 06:01, 30 September 2008 (EDT)
Hmm... that might just do ! Thanks, but then stopping this won't clear the other active shaders ... any workarounds for this ? -- shademe 09:33, 30 September 2008 (EDT)
I'm not quite sure of what you are asking, you mean if you specified a duration for the dummy shader? I'm not fully sure but I would guess that the previous shader effects would resume playing. To get around that you could again make it only appear as though shaders have been turned off by having almost identical copy of the item in exactly the same position and simply enable/disabe either of the two at your discretion. Hope I have addressed your question and not missed the point.
--Antares 02:44, 1 October 2008 (EDT)
I guess you answered that in a way, more or less ... -- shademe 04:55, 1 October 2008 (EDT)
You could always use StopMagicShaderVisuals if the effect is going on too long, like past the end of a spell.
--ShadowDancer 07:21, 14 October 2008 (EDT)

Fully forgot about that function, now I have to go back over and fix all the instances in my mod where I used the solution that I provided. =D, Oh well now its better.
--Antares 08:21, 14 October 2008 (EDT)

What if I didn't know which shader effect was playing ? Just using StopMagicShaderVisuals ends up with a syntax error -- shademe 08:33, 15 October 2008 (EDT)
I encountered this problem in my mod too, I had to specify every effectshader save for the one I wanted the object to exhibit. Not fun, very bulky script, plus I imagine it could be quite a bit more taxing on a system than it should be. If you are dealing with specific shaders this would be the way to go, if what you are trying to accomplish is a more generic stoppage then yeh, no easy way out I'm afraid.
--Antares 08:38, 15 October 2008 (EDT)
oh fie ! Anyways, Antares, how did you get the weapons to display shader effects ? I tried pms'ing a custom on one and didn't work -- shademe 08:43, 15 October 2008 (EDT)

You mean in my mod "Visual Enchantments"? Well pretty much what I did was create some new effect shaders and then altered the appropriate magic effects to use those shaders when a weapon was enchanted. Lets take the Magic Effect:Fire Damage as an example. Opening up the Magic Effects window in the CS and scrolling down to FIDG (Fire Damage), if we look over at the Visual Effects section (bottom right corner of the window) you should see a drop-down menu box for "Enchant Effect". I altered those entries to use my new (and hopefully vastly improved) effectshaders. Basically that way I told the game that my effectshaders were the default ones, and thus ensured compatibility will any mod added weapon. (Ones that have effects as part of their meshes dont mix well however). Hope that answers your question.
--Antares 08:56, 15 October 2008 (EDT)

You working to become a teacher ?, because you are doing a good job :) WIll try out your method -- shademe 09:39, 15 October 2008 (EDT)
Haha, I don't know if that was a joke or if I am supposed to laugh. Anyway over the internet I tend to explain things differently because lacking the face-to-face contact it is very easy for misinterpretation and misunderstanding to precipitate. Being a teacher did occur/appeal to me once but nah, not for me.
On a side note, I fear I am becoming my year 12 maths C (the advanced one) teacher, he too studied a bachelor of engineering degree, and gave incredibly long winded speech's on simple things like how fascinating Pi is. Anyway I digress, this is not the place, let me know how you go.
--Antares 09:47, 15 October 2008 (EDT)
Hold on ! Let me get my scenario straight ( I didn't really read your answer ). I have a ref. to a weapon which I dropping on the ground ( got that through the getEquippedObject function ). I use the PMS/PME function after the drop, so that the item's visibility improves. And when I did that it didn't work - so I was asking if your method would work for me ! ( Sorry I wasn't clear earlier... btw, I haven't tried out you solution ) -- shademe 10:03, 15 October 2008 (EDT)

Enchant EffectShaders don't run on weapons that aren't equipped by an Actor, so no I highly doubt that the method I described will work for you. Are you using an OnDrop block? If so is what you are doing is similar to:

Some other blocktype
 Set WeaponRef to GetEquippedObject
Begin OnDrop WeaponRef
 pms shader
End

As far as I can see it should work, otherwise you might have to do something like If GetContainer == 0 -> pms shader.
--Antares 10:20, 15 October 2008 (EDT)

Creating a New Article, and other Wiki issues

Please see the Help: Editing articles, especially Creating a New Page, for thorough answers to your questions.
Dragoon Wraith TALK 11:15, 13 October 2008 (EDT)

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