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- /*
- sys_damage_aura creates blue flames normally, I want it to be orange flames if possible. I used EffectModule::req_follow for the flames before and that worked, but I dont know how to change the color of them.
- This is what I have right now that uses blue flames and works:*/
- if((u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD_ON && (u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD && (u64)status_kind!=(u64)FIGHTER_STATUS_KIND_GUARD_DAMAGE && lucas_offense_up_boost > 0 && (int)MotionModule::frame(boma) % 3 == 0 ){
- EffectModule::req_follow(boma,hash40("sys_damage_aura"),hash40("handr"),&pos,&rot,0.4,false,0,0,0,0,0,false,false);
- EffectModule::req_follow(boma,hash40("sys_damage_aura"),hash40("handl"),&pos,&rot,0.4,false,0,0,0,0,0,false,false);
- }
- ________________________________________________________ This is what I tried based off your hitbox_visualizer.hpp (crashed)
- L2CValue shieldEffect(hash40("sys_damage_aura"));
- L2CValue x_rot(0.0f);
- L2CValue y_rot(0.0f);
- L2CValue z_rot(0.0f);
- L2CValue x_curr(0.0f);
- L2CValue y_curr(0.0f);
- L2CValue z_curr(0.0f);
- L2CValue terminate(true);
- L2CValue effect_size(0.4);
- L2CValue boneright(hash40("handr"));
- L2CValue boneleft(hash40("handl"));
- L2CValue rate(2.0f);
- ACMD acmd("", "", "", "", [] (ACMD*) -> void {});
- //acmd.l2c_agent = l2c_agent;
- acmd.wrap(EFFECT_FOLLOW_NO_SCALE,
- {shieldEffect, boneright, x_curr, y_curr, z_curr, x_rot, y_rot,
- z_rot, effect_size, terminate});
- // set to hitbox ID color
- acmd.wrap(LAST_EFFECT_SET_COLOR, {1.0f, 0.4f, 0.0f});
- // speed up animation by rate to remove pulsing effect
- acmd.wrap(LAST_EFFECT_SET_RATE, {rate});
- acmd.wrap(EFFECT_FOLLOW_NO_SCALE,
- {shieldEffect, boneleft, x_curr, y_curr, z_curr, x_rot, y_rot,
- z_rot, effect_size, terminate});
- // set to hitbox ID color
- acmd.wrap(LAST_EFFECT_SET_COLOR, {1.0f, 0.4f, 0.0f});
- // speed up animation by rate to remove pulsing effect
- acmd.wrap(LAST_EFFECT_SET_RATE, {rate});
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