Bon alors j'ai fait ce qui suit :
Dans Sauron j'ai modifier le code de World of Power
- Sauron//INI:
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPower
TriggeredBy = Upgrade_GandalfWordOfPower
End
Behavior = SpecialPowerModule ModuleTag_WordStarter
SpecialPowerTemplate = SpecialAbilityWordOfPower
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWordOfPower
WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 1700
PackTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0
StartAbilityRange = 80.0
SpecialWeapon = GandalfWordOfPower2 (J'ai rajouter un 2)
End
En effet, pour que le World of Power original est toujours une couleur bleu mais que celui de sauron soit en rouge, j'ai decide de "créer" un nouveau fx, pour ça j'ai rajouter un 2 a la fin de Special Weapon.
De même j'ai copier/coller le GandalfWordOfPower ; Big Blue Ring Blast de Weapon pour que sa donne ceci :
- Weapon//INI:
;------------------------------------------------------------------------------
Weapon GandalfWordOfPower ; Big Blue Ring Blast
IdleAfterFiringDelay = 0
AttackRange = GANDALF_WORD_OF_POWER_RANGE
MinimumAttackRange = 0.8
WeaponSpeed = 401 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 601 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DelayBetweenShots = 5000 ; time between shots, msec
PreAttackDelay = 2600
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
PreAttackFX = FX_GandalfPreAttackBlastReal
FireFX = FX_GandalfBlast
FiringDuration = 1400
DamageNugget ; A basic Nugget that just does damage
Damage = GANDALF_WORD_OF_POWER_DAMAGE
Radius = 250.0
DamageType = MAGIC
DamageFXType = MAGIC
DeathType = EXPLODED
DamageSpeed = 700.0 ; must match the ShockWaveSpeed below
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 75.0
ShockWaveRadius = 500.0
ShockWaveTaperOff = 1.0
ShockWaveZMult = 1.000
ShockWaveSpeed = 700.0
End
End
;------------------------------------------------------------------------------
Weapon GandalfWordOfPower2 ; Big Blue Ring Blast
IdleAfterFiringDelay = 0
AttackRange = GANDALF_WORD_OF_POWER_RANGE
MinimumAttackRange = 0.8
WeaponSpeed = 401 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 601 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
RadiusDamageAffects = ENEMIES NOT_SIMILAR
DelayBetweenShots = 5000 ; time between shots, msec
PreAttackDelay = 2600
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
PreAttackFX = FX_GandalfPreAttackBlastReal2
FireFX = FX_GandalfBlast2
FiringDuration = 1400
DamageNugget ; A basic Nugget that just does damage
Damage = GANDALF_WORD_OF_POWER_DAMAGE
Radius = 250.0
DamageType = MAGIC
DamageFXType = MAGIC
DeathType = EXPLODED
DamageSpeed = 700.0 ; must match the ShockWaveSpeed below
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 75.0
ShockWaveRadius = 500.0
ShockWaveTaperOff = 1.0
ShockWaveZMult = 1.000
ShockWaveSpeed = 700.0
End
End
J'ai donc une nouvelle fois rajouter un 2 a GandalfWordOfPower et à Preattack Fx et Fire FX pour la suite.
Dans FXList, rebelotte C/C pour un resultat comme cela (le rouge est ce qui est rajouter pour info :
- FxList:
;---------------
; Created this because Gandalf's voice is in all sorts of other blast events
FXList FX_GandalfPreAttackBlastReal
ParticleSystem
Name = GandalfBlastInitialWave
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialCenter
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialVortex
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastRipple
Offset = X:0.0 Y:0.0 Z:0.0
End
Sound
Name = GandalfSpellVoice
End
End
; ----------------------------------------------
FXList FX_CreateAHeroPreAttackBlast
ParticleSystem
Name = GandalfBlastInitialWave
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialCenter
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialVortex
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastRipple
Offset = X:0.0 Y:0.0 Z:0.0
End
End
;---------------
; Created this because Gandalf's voice is in all sorts of other blast events
FXList FX_GandalfPreAttackBlastReal2
ParticleSystem
Name = GandalfBlastInitialWave2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialCenter2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialVortex2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastRipple2
Offset = X:0.0 Y:0.0 Z:0.0
End
Sound
Name = GandalfSpellVoice
End
End
; ----------------------------------------------
FXList FX_CreateAHeroPreAttackBlast2
ParticleSystem
Name = GandalfBlastInitialWave2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialCenter2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastInitialVortex2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastRipple2
Offset = X:0.0 Y:0.0 Z:0.0
End
End
Une nouvelle fois j'ai donner un 2 a tout les noms de particle System et enfin :
- Fx Particle System:
FXParticleSystem GandalfBlastInitialCenter
System
Priority = ALWAYS_RENDER
ParticleName = EXLnzFlar1.tga
Lifetime = 40 40
SystemLifetime = 20
SortLevel = 1
Size = 5 5
BurstDelay = 5 5
BurstCount = 1 1
InitialDelay = 20 20
End
Color = DefaultColor
Color2 = R:136 G:172 B:255 20
Color3 = R:0 G:0 B:0 40
End
Update = DefaultUpdate
SizeRate = 2 2
SizeRateDamping = 1.03 1.03
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.75 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = LineEmissionVolume
StartPoint = X:0 Y:0 Z:8
EndPoint = X:0 Y:0 Z:8
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastInitialCenter2
System
Priority = ALWAYS_RENDER
ParticleName = EXLnzFlar1.tga
Lifetime = 40 40
SystemLifetime = 20
SortLevel = 1
Size = 5 5
BurstDelay = 5 5
BurstCount = 1 1
InitialDelay = 20 20
End
Color = DefaultColor
Color2 = R:200 G:0 B:0 0
Color3 = R:200 G:0 B:0 0
End
Update = DefaultUpdate
SizeRate = 2 2
SizeRateDamping = 1.03 1.03
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.75 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = LineEmissionVolume
StartPoint = X:0 Y:0 Z:8
EndPoint = X:0 Y:0 Z:8
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastInitialVortex
System
Priority = HIGH_OR_ABOVE
ParticleName = EXLnzFlar2.tga
Lifetime = 40 40
SystemLifetime = 20
SortLevel = 1
Size = 5 5
BurstDelay = 1 1
BurstCount = 20 20
IsParticleUpTowardsEmitter = Yes
End
Color = DefaultColor
Color2 = R:136 G:172 B:255 5
End
Update = DefaultUpdate
SizeRateDamping = 1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 1.1 1.1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = -0.4 -0.4
End
EmissionVolume = CylinderEmissionVolume
IsHollow = Yes
Radius = 240
Length = 16
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastInitialVortex2
System
Priority = HIGH_OR_ABOVE
ParticleName = EXLnzFlar2.tga
Lifetime = 40 40
SystemLifetime = 20
SortLevel = 1
Size = 5 5
BurstDelay = 1 1
BurstCount = 20 20
IsParticleUpTowardsEmitter = Yes
End
Color = DefaultColor
Color2 = R:200 G:0 B:0 0
End
Update = DefaultUpdate
SizeRateDamping = 1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 1.1 1.1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = -0.4 -0.4
End
EmissionVolume = CylinderEmissionVolume
IsHollow = Yes
Radius = 240
Length = 16
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastInitialWave
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 25 25
SystemLifetime = 45
SortLevel = 1
Size = 400 400
StartSizeRate = 1 1
BurstDelay = 2 2
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color2 = R:39 G:58 B:107 10
Color3 = R:0 G:0 B:0 22
ColorScale = -20 20
End
Update = DefaultUpdate
SizeRate = -10 -10
SizeRateDamping = 1.05 1.05
AngleZ = -180 180
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.75 0.8
End
EmissionVelocity = OutwardEmissionVelocity
Speed = -4 -4
OtherSpeed = -4 -4
End
EmissionVolume = LineEmissionVolume
IsHollow = Yes
StartPoint = X:0 Y:0 Z:-8
EndPoint = X:0 Y:0 Z:10
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastInitialWave2
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 25 25
SystemLifetime = 45
SortLevel = 1
Size = 400 400
StartSizeRate = 1 1
BurstDelay = 2 2
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color2 = R:200 G:0 B:0 0
Color3 = R:200 G:0 B:0 0
ColorScale = -20 20
End
Update = DefaultUpdate
SizeRate = -10 -10
SizeRateDamping = 1.05 1.05
AngleZ = -180 180
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.75 0.8
End
EmissionVelocity = OutwardEmissionVelocity
Speed = -4 -4
OtherSpeed = -4 -4
End
EmissionVolume = LineEmissionVolume
IsHollow = Yes
StartPoint = X:0 Y:0 Z:-8
EndPoint = X:0 Y:0 Z:10
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastRipple
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = SMUDGE.tga
Lifetime = 25 25
SystemLifetime = 25
Size = 5 5
BurstCount = 2 3
InitialDelay = 15 15
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
End
Alpha = DefaultAlpha
Alpha1 = 1 1 0
End
Update = DefaultUpdate
SizeRate = 3 3
SizeRateDamping = 1 1
AngleZ = 0.01 0.02
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.96 0.97
DriftVelocity = X:0 Y:0 Z:1
End
EmissionVelocity = CylindricalEmissionVelocity
Radial = 1 2
Normal = 1 1
End
EmissionVolume = CylinderEmissionVolume
Radius = 32
Length = 50
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastRipple2
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = SMUDGE.tga
Lifetime = 25 25
SystemLifetime = 25
Size = 5 5
BurstCount = 2 3
InitialDelay = 15 15
End
Color = DefaultColor
Color1 = R:200 G:0 B:0 0
End
Alpha = DefaultAlpha
Alpha1 = 1 1 0
End
Update = DefaultUpdate
SizeRate = 3 3
SizeRateDamping = 1 1
AngleZ = 0.01 0.02
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.96 0.97
DriftVelocity = X:0 Y:0 Z:1
End
EmissionVelocity = CylindricalEmissionVelocity
Radial = 1 2
Normal = 1 1
End
EmissionVolume = CylinderEmissionVolume
Radius = 32
Length = 50
End
Draw = DefaultDraw
End
End
Tout ça pour que le jeu ne se lance pas ... ou ai je m*rder ?
EDIT : A Relire je me suis aperçu que j'avais copier deux fois FX_GandalfPreAttackBlastReal2 mais aucune FX_GandalfBlast2, j'ai donc copier tout ça en faisant comme ci :
- FX GandalfBlast FX List:
; ----------------------------------------------
; This is Gandalf's Shockwave Blast Attack (version)
FXList FX_GandalfBlast
ParticleSystem
Name = GandalfBlastFinalLight
Offset = X:0.0 Y:0.0 Z:60 ;Z:8.0
End
ParticleSystem
Name = GandalfBlastFinalShockWave
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastDust
Offset = X:0.0 Y:0.0 Z:15.0
End
; ViewShake
; Type = CINE_EXTREME
; End
Sound
Name = GandalfBlastWeapon
End
End
; ----------------------------------------------
; This is Gandalf's Shockwave Blast Attack (version)
FXList FX_GandalfBlast2
ParticleSystem
Name = GandalfBlastFinalLight2
Offset = X:0.0 Y:0.0 Z:60 ;Z:8.0
End
ParticleSystem
Name = GandalfBlastFinalShockWave2
Offset = X:0.0 Y:0.0 Z:20.0
End
ParticleSystem
Name = GandalfBlastDust2
Offset = X:0.0 Y:0.0 Z:15.0
End
; ViewShake
; Type = CINE_EXTREME
; End
Sound
Name = GandalfBlastWeapon
End
End
Et ai donc C//C les GandalfBlastFinalLight2,GandalfBlastDust2 et GandalfBlastFinalShockWave2 dans Fx ParticleStystem :
- Fx ParticleStystem:
FXParticleSystem GandalfBlastDust
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = EXsnowcloud02.tga
PerParticleAttachedSystem = GandalfBlastDustCore
Lifetime = 100 100
SystemLifetime = 5
Size = 1 2
BurstCount = 25 50
InitialDelay = 5 5
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
End
Alpha = DefaultAlpha
Alpha1 = 0.2 0.3 0
Alpha2 = -2 0 100
End
Update = DefaultUpdate
SizeRate = 2 15
SizeRateDamping = 0.8 0.8
AngleZ = 0 7
AngularRateZ = -0.1 -0.1
AngularDamping = 0.92 0.94
Rotation = ROTATE_V
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.92 0.94
DriftVelocity = X:0.032 Y:0.064 Z:0.15
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 20 20
End
EmissionVolume = CylinderEmissionVolume
Radius = 12
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastDustCore
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = EXsnowcloud02.tga
Lifetime = 100 100
SystemLifetime = 15
Size = 5 10
BurstDelay = 20 20
BurstCount = 1 1
InitialDelay = 15 15
End
Color = DefaultColor
Color1 = R:255 G:255 B:255 0
End
Alpha = DefaultAlpha
Alpha1 = 0.1 0.1 0
Alpha2 = 0.2 0.2 5
Alpha3 = 0 0 100
End
Update = DefaultUpdate
SizeRate = 3 8
SizeRateDamping = 0.9 0.85
AngleZ = -0.25 0.25
AngularRateZ = -0.1 0.1
AngularDamping = 0.95 0.94
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.92
DriftVelocity = X:0 Y:0 Z:0.1
End
EmissionVelocity = OrthoEmissionVelocity
X = -2 2
Y = -1 2
Z = 0 4
End
EmissionVolume = CylinderEmissionVolume
Radius = 24
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastDust2
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = EXsnowcloud02.tga
PerParticleAttachedSystem = GandalfBlastDustCore2
Lifetime = 100 100
SystemLifetime = 5
Size = 1 2
BurstCount = 25 50
InitialDelay = 5 5
End
Color = DefaultColor
Color1 = R:200 G:0 B:0 0
End
Alpha = DefaultAlpha
Alpha1 = 0.2 0.3 0
Alpha2 = -2 0 100
End
Update = DefaultUpdate
SizeRate = 2 15
SizeRateDamping = 0.8 0.8
AngleZ = 0 7
AngularRateZ = -0.1 -0.1
AngularDamping = 0.92 0.94
Rotation = ROTATE_V
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.92 0.94
DriftVelocity = X:0.032 Y:0.064 Z:0.15
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 20 20
End
EmissionVolume = CylinderEmissionVolume
Radius = 12
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastDustCore2
System
Priority = VERY_LOW_OR_ABOVE
Shader = ALPHA
ParticleName = EXsnowcloud02.tga
Lifetime = 100 100
SystemLifetime = 15
Size = 5 10
BurstDelay = 20 20
BurstCount = 1 1
InitialDelay = 15 15
End
Color = DefaultColor
Color1 = R:200 G:0 B:0 0
End
Alpha = DefaultAlpha
Alpha1 = 0.1 0.1 0
Alpha2 = 0.2 0.2 5
Alpha3 = 0 0 100
End
Update = DefaultUpdate
SizeRate = 3 8
SizeRateDamping = 0.9 0.85
AngleZ = -0.25 0.25
AngularRateZ = -0.1 0.1
AngularDamping = 0.95 0.94
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.9 0.92
DriftVelocity = X:0 Y:0 Z:0.1
End
EmissionVelocity = OrthoEmissionVelocity
X = -2 2
Y = -1 2
Z = 0 4
End
EmissionVolume = CylinderEmissionVolume
Radius = 24
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastFinalLight
System
Priority = ALWAYS_RENDER
ParticleName = EXexplo01.tga
Lifetime = 10 10
SystemLifetime = 5
SortLevel = 1
Size = 10 10
BurstCount = 2 2
End
Color = DefaultColor
Color1 = R:89 G:168 B:255 0
Color2 = R:0 G:0 B:0 10
End
Update = DefaultUpdate
SizeRate = 80 160
SizeRateDamping = 0.8 0.7
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
Gravity = 1
VelocityDamping = 1 1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 1 1
End
EmissionVolume = PointEmissionVolume
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastFinalShockWave
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 40 40
SystemLifetime = 5
SortLevel = 1
Size = 1 1
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color1 = R:136 G:172 B:255 0
Color2 = R:0 G:0 B:0 40
ColorScale = -40 40
End
Update = DefaultUpdate
SizeRate = 35 35
SizeRateDamping = 1 1
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.8 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = PointEmissionVolume
IsHollow = Yes
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastFinalLight2
System
Priority = ALWAYS_RENDER
ParticleName = EXexplo01.tga
Lifetime = 10 10
SystemLifetime = 5
SortLevel = 1
Size = 10 10
BurstCount = 2 2
End
Color = DefaultColor
Color1 = R:200 G:0 B:0 0
Color2 = R:200 G:0 B:0 0
End
Update = DefaultUpdate
SizeRate = 80 160
SizeRateDamping = 0.8 0.7
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
Gravity = 1
VelocityDamping = 1 1
End
EmissionVelocity = OutwardEmissionVelocity
Speed = 1 1
End
EmissionVolume = PointEmissionVolume
End
Draw = DefaultDraw
End
End
FXParticleSystem GandalfBlastFinalShockWave2
System
Priority = ALWAYS_RENDER
ParticleName = EXRing01.tga
Lifetime = 40 40
SystemLifetime = 5
SortLevel = 1
Size = 1 1
BurstCount = 1 1
IsGroundAligned = Yes
End
Color = DefaultColor
Color1 = R:200 G:0 B:0 0
Color2 = R:200 G:0 B:0 0
ColorScale = -40 40
End
Update = DefaultUpdate
SizeRate = 35 35
SizeRateDamping = 1 1
AngleZ = -1 1
AngularDamping = 1 1
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 0.8 0.8
End
EmissionVelocity = OutwardEmissionVelocity
End
EmissionVolume = PointEmissionVolume
IsHollow = Yes
End
Draw = DefaultDraw
End
End
Resultat le jeu tourne mais le World of Power de Sauron est toujours bleu ...
Sa fait une heure que je teste plein de truc (mettre Red au lieu de colordefault, supprimercolorscal etc...) mais rien ni fait