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[XP] Dynamic Effects Engine (DEE) (scripting tool/base system)

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Dynamic Effects Engine
Authors: Ryex
Version: 1.61
Type: Effects Engine

Introduction

this is a scripting tool. as such on its own it dose NOT add any functionality to a game.
it is a frame work that provides methods and structure to create dynamic effects based on the player or an events position relative to a source on the map.

Version 1.2
- massive lag decrease
Version 1.6
- improved speed added Dynamic position sources and the mute feature
Version 1.61
- fixed bug with dynamic position source


Features

  • Provides a frame work for creating dynamic effects based on the player or an events position relative to a source.
  • Under 300 lines of code (comments not included)

Screenshots

NA


Demo

NA


Script


http://docs.google.com/Doc?docid=0AUKLI9M5vfiOZGdiNXdnMjVfMjBkc3Y5NTlneg&hl=en


Instructions

this is a scripting tool a description of the classes and how to use them is located in the script


Compatibility

this is a tool it is as compatible as you make it

Credits and Thanks

  • Ryex
  • Blizzard (for giving me a piece of code that I should of seen myself)

Author's Notes

Please! ask questions, poke through the code, make suggestions for the improvement of this tool. and comment!

NOTE: I (the author) do NOT provide support in this thread. I simply don't visit this forum often enough. another scripter may be able to offer help but if you need support from me please go here
http://forum.chaos-project.com/index.php?t...g89287#msg89287
« Last Edit: November 20, 2010, 10:32:07 AM by ryex »
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

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This looks pretty cool - may I ask what types of effect you mean?

But really, it's great to see so many new scripts posted for XP! Great work ryex

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Want's to write a compiler for fun
Quote from: The Script
Features
#
# *Provides a frame work for creating dynamic effects based on the player or an
#   events position relative to a source.
ie. any environment system that is dependent on the distances between an even and a fixed source; my Dynamic Sound script, a shadow script (I intend to make one eventually), heck, you could make a script that makes it snow or rain harder depending on how close you are to a source. stuff like that
the DEE is designed to pull all that into a centralized update where all you have to do is call the $DEE.update and it will update everything while keeping lag caused by bad coding low. as such if any one can help to reduce the lag while keeping the the out put of the methods that same feel free to offer suggestions. I've already gotten a good deal of advise from Blizzard and cut about 90% of the original lag. but if it can be taken down even more then by all means tell me.


UPDATE:
v1.21 fixes a bug when there is more than one map
« Last Edit: October 20, 2009, 05:15:53 AM by ryex »
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

**
Rep:
Level 87
Want's to write a compiler for fun
UPDATE TO 1.6

see first post for changes
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.