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Feature #1645

Casting effects from objects

Added by rot tor over 3 years ago. Updated 2 months ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
Animation
Target version:
Start date:
07/13/2014
% Done:

50%

Severity:
Normal

Description

When a (non-actor) object casts a spell through console or scripts, no casting animation nor sound are played on the object. The difference is noticeable when paying a shrine for a blessing (coc "Balmora, Temple").

Vanilla behaviour plays the spellcasting effect (sparkles) scaled to the object's size, and also plays the receiving effect (glow...) if the object casts an "on self" spell. This may add an 'animation' delay before targeted spells are effectively cast. It's sometimes used as VFX by mods. (but generates looping sound issues when used on Light-type objects)

To reproduce: select any activator,

cast "telekinesis" player
cast "fire storm" player


Related issues

Related to OpenMW - Feature #3083: Play animation when NPC is casting spell via script New 12/15/2015

History

#1 Updated by scrawl . almost 2 years ago

  • Related to Feature #3083: Play animation when NPC is casting spell via script added

#2 Updated by R. D. 11 months ago

  • % Done changed from 0 to 50

Since https://github.com/OpenMW/openmw/pull/1001, this is about half done. The sound and glow effect are there, but the casting visual effect and scaling of that effect still needs to be done.

#3 Updated by Alexei Dobrohotov 9 months ago

  • Target version set to openmw-0.42

#4 Updated by scrawl . 9 months ago

  • Target version changed from openmw-0.42 to openmw-future

#5 Updated by scrawl . 9 months ago

  • Target version changed from openmw-future to openmw-1.0

#6 Updated by Alexei Dobrohotov 2 months ago

  • Category set to Animation

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