FX
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Its is possible to attach an FX to a loadout or to a NPC but u can’t change a FX serverside.
But its possible and i know some players are doing it on different server, to change a FX clientside.
Anyone will se the original FX except the player who changed it he will see the FX he put in the place (f.e. mineeffects).
But it should be possible to attach a permanent FX to a base by changing the loadout of that station. -
hm think to activate a FX with hook u need to deactivate it first.
Otherwise there will be nothing to activate cause FX do appear or not. -
but that would be via Clienthooking right?
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Bump
eny joy yet w0dk4
ive tryed every thing i think im going to have to use some thing like the cloak.dll
but is the soure avalible just to see how the the cloak.dll works with the client and server
if i new that i could do it np
but there dosent seem a way for the server to activate a clients fuses
the thing is it can open up lots of new efx -
dunno if this helps
struct IMPORT Fuse
{public:
//  Fuse(class Fuse const &);
 Fuse(struct ID_String const &, float);
 virtual ~Fuse(void);
 void Burn(float);
 virtual void FreeActions(void);
 bool IgniteAt(unsigned int, unsigned short, float);
 bool IsSpent(void)const;
 void Load(void)const;
 bool OverrideLifetime(float);
 void RandomizeActions(void);
 bool UnBurn(unsigned short, float);
 void UnLoad(void)const;protected:
bool ReadFuseValues(class INI_Reader &);
};struct IMPORT FuseAction
{public:
 FuseAction(void);
 virtual bool IsTriggered(unsigned short)const;
 virtual bool IsTriggered(void)const;
 virtual int Load(void);
 virtual float Randomize(void);
 virtual bool ShouldRandomize(void)const;
 virtual Trigger(unsigned int, unsigned short);
 virtual int UnLoad(void);
 virtual void UnTrigger(unsigned short);protected:
// virtual void CopyArchProperties(class FuseAction const &);
bool ReadFuseActionValue(class INI_Reader &);
};never mind i look in FLCoreCommon.h and the structure all ready been done
thanks to motah for pionting it out