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Spell modding--flightspr?
I'm trying to mod Ghost Grip to have a flightspr in order to be a little easier to track, visually. The manual and what little discussion of flightspr I've seen on the forums leads me to believe this should work:
-- Make Ghost Grip easier to track visually. #selectspell "Ghost Grip" #flightspr 339 #end However, whether it's Ghost Grip or a spell like Flying Shards that normally has a flightspr, all this does is make the flightspr invisible. Doesn't seem to matter whether I choose 339 or something else. #flyspr 339 3 for weapons works fine, but #flightspr 339 and #flightspr 339 3 for spells both fail. Has anyone played with this? All the spells I've seen modded just use #flightspr -1 so that's no help. -Max |
Re: Spell modding--flightspr?
I don't think spells can actually use the flightspr numbers that you can use for weapons. It seems like either this feature of modding is broken or we simply lack the information on how to use it properly.
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Re: Spell modding--flightspr?
Have you tried to use #flyspr for spells (I think there is an error in manual and command is the same) ?
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Re: Spell modding--flightspr?
There's going to be a complete flysprite list available in a couple of days when the 3.17 DB comes up. Unless you were already using Saulot's list.
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Re: Spell modding--flightspr?
Flysprite list for spells, or missiles?
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Re: Spell modding--flightspr?
Quote:
-Max |
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