AFX questions
by DarqueLord · in Arcane FX (Public) · 09/17/2008 (5:08 pm) · 2 replies
I have seen the demo videos for the AFX system and of course they are very impressive. However these spells and or effects all seem to originate from the player model. My question: Is it possible to have an enemy boss or other npc use these spells to attack the player? Also the spell system seems to rely on the HUD and selecting the spell using it. Is there a way to activate the selectrons and set a spell to a key without using the Hud? Can it be hidden? Last but not least.. Does AFX require a Torque mod and recompile to work? Please any help would be very much appreciated. DL out..
Associate Jeff Faust
Faust Logic, Inc.
For spells, the spellcaster is expected to be a ShapeBase derived object, but you could get around that without to much trouble. The main issue here is that spell-specific character animation used in existing spells does not automatically work on other characters. They can still cast spells, but to complete the effect, these animations need to be reproduced on other spellcasting characters. (The same is true for impact animations on targets.)
Yes.
AFX comes with a few special gui items that we use in the afxDemo to make it more consistent with typical RPG genre interfaces. Many users find them useful but they are not intrinsic to the system. Spells and other effects are started using script calls which means the can easily be mapped to a key, launched as the result of a collision, or by a trigger, or launched by another spell.
Don't fully understand this question.
AFX comes in the form of separate products for the base TGE and TGEA engines. Each is distributed fully integrated with the engine and includes all AFX engine sources. AFX also comes with an afxDemo mod which includes scripted elements that AFX uses. A recompile is not required to get started, but a code merge and recompile will be required if you currently use a modified Torque codebase.