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> [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Ryex
post Oct 18 2009, 08:29 PM
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Dynamic Effects Engine
Authors: Ryex
Version: 1.6
Type: Effects Engine


Introduction

this is a scripting tool. as such on its own it dose NOT add any functionality to a game.
it is a frame work that provides methods and structure to create dynamic effects based on the player or an events position relative to a source on the map.

Version 1.2
- massive lag decrease
Version 1.6
- improved speed added Dynamic position sources and the mute freature


Features

  • Provides a frame work for creating dynamic effects based on the player or an events position relative to a source.
  • Under 200 lines of code (comments not included)


Screenshots

NA


Demo

NA


Script


http://docs.google.com/Doc?docid=0AUKLI9M5...Tlneg&hl=en


Instructions

this is a scripting tool a description of the classes and how to use them is located in the script


Compatibility

this is a tool it is as compatible as you make it

Credits and Thanks

  • Ryex
  • Blizzard (for giving me a piece of code that I should of seen myself)


Author's Notes

Please! ask questions, poke through the code, make suggestions for the improvement of this tool. and comment!

NOTE: I (the author) do NOT provide support in this thread. I simply don't visit this forum often enough. another scripter may be able to offer help but if you need support from me please go here
http://forum.chaos-project.com/index.php?t...g89287#msg89287

This post has been edited by Ryex: Mar 10 2010, 09:26 PM


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Ryex
post Mar 10 2010, 09:26 PM
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UPDATE TO 1.6

see first post for changes


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Darkreaper
post Mar 11 2010, 07:30 AM
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so for example, what could this tool be used for?
Could it be used to alter sound effects, to change their volume and pitch depending on your position and movement to the source?


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Ryex
post Mar 11 2010, 04:55 PM
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that is exactly what my dynamic sounds script uses it for. it could also be used for a shadow script dynamic weather effects ect. it provides the backbone for the functionality to change anything based on a client's distance from a source


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Darkreaper
post Mar 11 2010, 06:49 PM
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dynamic weather? hows that work?


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Ryex
post Mar 12 2010, 09:00 AM
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as you get closer to a source the weather power gets stronger. and there could be more than one different source on the map and they could all give off a different weather. so you go to one side of the map and it is raining go to the other side and it is snowing

This post has been edited by Ryex: Mar 12 2010, 09:02 AM


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Darkreaper
post Mar 12 2010, 06:22 PM
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neat biggrin.gif
That could actually be very useful. Just wondering if that would work with my weather system


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