Bubb
Bubb
Reactions
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Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: posZDelta is stored at offset 0x2D00; I believe that controls the falling speed. (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: Wall of text incoming, brace yourself! :p Understanding why pausing the game makes a 0-duration delay evaluate instantly (in certain situations) requires knowledge of the different timin… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: It's tied solely to the creature's animation. I could attempt to make Opcode #406 (RenderOverride) compensate for the differing position by enabling the animation to account for the posZ… (View Post)1 -
Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: Ok, the infinite loop is crazy: 1) CGameEffect::ResolveEffect() invokes Opcode #402, which then calls METEST() 2) METEST() calls EEex_AddEffectToActor(), which calls the engine's CGameSp… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
Regarding the EEex_MatchTarget trigger, should it iterate every single creature in the area, regardless of state? Object selectors skip over creatures in certain events, like if they are dead or the … (View Post)4