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View Full Version : Spell modding--flightspr?


MaxWilson
June 8th, 2008, 05:11 AM
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

Sombre
June 8th, 2008, 06:39 AM
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.

Twan
June 8th, 2008, 11:18 AM
Have you tried to use #flyspr for spells (I think there is an error in manual and command is the same) ?

Edi
June 8th, 2008, 06:59 PM
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.

Sombre
June 8th, 2008, 07:01 PM
Flysprite list for spells, or missiles?

MaxWilson
June 8th, 2008, 10:11 PM
Twan said:
Have you tried to use #flyspr for spells (I think there is an error in manual and command is the same) ?



No, they're different. I checked by modifying spells that already have a #flightspr (like Fireball). Setting #flightspr to 339 turns off the fire trail, so #flightspr is the right command--but I guess I don't know how to use it.

-Max