Difference between revisions of "Osiris/Shared/PROC LoopEffect"

From Divinity Engine Wiki
Jump to: navigation, search
m
 
(One intermediate revision by one other user not shown)
Line 10: Line 10:
  
 
===== Notes =====
 
===== Notes =====
* This is a wrapper around the Osiris call [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]. It takes care of starting/stopping loop effects when entering or leaving regions.
+
* This is a wrapper around the Osiris call [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]. It takes care of starting/stopping loop effects when entering or leaving regions, and when saving/loading games (ongoing looping effects are not saved/restored by the game engine).
  
 
===== See Also =====
 
===== See Also =====
Line 16: Line 16:
 
* [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]]
 
* [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]]
 
   
 
   
[[Category:Osiris Shared Mod Helpers|PROC_LoopEffect]]
+
[[Category:Osiris Shared Mod Helpers|LoopEffect]]

Latest revision as of 21:49, 20 February 2019

Full Definition(s)
  • PROC PROC_LoopEffect((STRING)_Effect, (GUIDSTRING)_Source, (STRING)_ID, (STRING)_Region, (STRING)_BoneName)
Description

Plays the looping effect _Effect on the bone _BoneName of _Source. If _BoneName is set to an empty string, the loop effect will be attached to the root of _Source.

The effect will only be played if the player is in the level _Region. If the effect should be played in any region (e.g. cause the loop effect is attached to the player itself), the region must be set to "__ANY__".

The _ID is used to stop the loop effect through PROC_StopLoopEffect.

Notes
  • This is a wrapper around the Osiris call PlayLoopEffect. It takes care of starting/stopping loop effects when entering or leaving regions, and when saving/loading games (ongoing looping effects are not saved/restored by the game engine).
See Also