NikMik Posted June 14, 2014 Share Posted June 14, 2014 I can't for the life of me find the code that spawns mist in the grave yards and I would very much like to. Thank you. Link to comment https://forums.kleientertainment.com/forums/topic/37455-putting-graveyard-mist-in-other-places/ Share on other sites More sharing options...
Mobbstar Posted June 14, 2014 Share Posted June 14, 2014 Didn't U&A use graveyard mist as cloudsea replacement at some point? I can remember seeing it in a video, but I can't recall what it was about. Link to comment https://forums.kleientertainment.com/forums/topic/37455-putting-graveyard-mist-in-other-places/#findComment-499843 Share on other sites More sharing options...
NikMik Posted June 14, 2014 Author Share Posted June 14, 2014 Didn't U&A use graveyard mist as cloudsea replacement at some point? I can remember seeing it in a video, but I can't recall what it was about.Custom water and mist all over the ground. But I'm not all that good with the placement of the files. Link to comment https://forums.kleientertainment.com/forums/topic/37455-putting-graveyard-mist-in-other-places/#findComment-499845 Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 Custom water and mist all over the ground. But I'm not all that good with the placement of the files. For the vanilla way, check gamelogic.lua, lines 557 to 573. For the U&A way (which is essentially the same thing), check the cloud_mist prefab and the game postinit at line 60 in code/main.lua. Essentially, you want to go over the entries in GetWorld().topology.nodes (most of which correspond to worldgen rooms), decide which ones should get the mist and then attach an area emitter to it. Link to comment https://forums.kleientertainment.com/forums/topic/37455-putting-graveyard-mist-in-other-places/#findComment-499846 Share on other sites More sharing options...
NikMik Posted June 14, 2014 Author Share Posted June 14, 2014 For the vanilla way, check gamelogic.lua, lines 557 to 573.For the U&A way (which is essentially the same thing), check the cloud_mist prefab and the game postinit at line 60 in code/main.lua.Essentially, you want to go over the entries in GetWorld().topology.nodes (most of which correspond to worldgen rooms), decide which ones should get the mist and then attach an area emitter to it.Danke schön. Link to comment https://forums.kleientertainment.com/forums/topic/37455-putting-graveyard-mist-in-other-places/#findComment-499847 Share on other sites More sharing options...
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