Difference between revisions of "Osiris/Shared/PROC LoopEffect"
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===== 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 ===== |
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).