Insimenator.org
January 22, 2022, 09:35:29 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home   Forum   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Effect Stop/Start [Simantics Primitive]  (Read 3027 times)
0 Members and 1 Guest are viewing this topic.
Eric
BANNED
Member

Posts: 1404


View Profile
« on: August 21, 2005, 09:42:16 am »

These are my notes on how the Effect Stop/Start primitive is used.    This is by no means a set of complete instructions for this primitive, but a work in progress.  

Primitive: Effects Stop/Start (0x0070)
Text List: 0x0000008F - Effect names
Text List: 0x00000090 - Model Bones

ex. #1


• Operand 0 starts or stops the effect - setting this operand to 0 starts the effect, 2 runs a looping effect through a single loop and stops, and 3 stops the effect immediately.
• Operand 1 and Operand 2 are used for the target sim/object that the effect is assigned to.
• Operand 5 is the Effect string ID to be called in Text List 8F.
• Operand 7 is the Model Bone string ID in Text List 90 that the effect is attached to.

Note: An object has to have Model Bones or you can't attach an effect to it.

To download a basic example of applying effects to a sim ---> Sim Effects

Feel free to offer your input and/or correct errors on my part.
Logged
Pages: [1]
  Print  
 
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.136 seconds with 30 queries.
SimplePortal 2.1.1