Difference between revisions of "EffectAreaOfEffect"

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== Description ==
 
== Description ==
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
Creates an Area of Effect object, optionally with an embedded vfx that is synced
+
Creates an Area of Effect object, optionally with an embedded vfx that is synced to the lifetime of the AoE Object.
to the lifetime of the AoE Object.
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Please refer to the documentation or talk to georg about how to use these, they work slightly different than in previous games!
Please refer to the documentation or talk to georg about how to use these, they work
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slightly different than in previous games!
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+
 
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<!-- This section contains additional comments, observations and known issues. -->
 
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<!-- == See also == -->
 
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[[Category: Effect access functions]]
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[[Category:Effect functions]]

Revision as of 20:05, 10 March 2012

This page was generated by Sunjammer's Dragon Age Script Parser.

The parser was unable to extract and/or match all the information required and has flagged this page as containing one or more errors. The source file was not formatted correctly and the information presented is incomplete or incorrect.

This page must be reviewed by a knowledgeable scripter as it will need to be updated. Once identified, the issue in the source file should be reported to BioWare.

Please remove the {{Generated with errors}} tag once the page has been corrected.

Create an AoEObject

effect EffectAreaOfEffect(
int nId,
resource rScript,
int nAoEVfx = 0
);
Parameters:
nId
[Undocumented]
rScript
[Undocumented]
nAoEVfx
[Undocumented]
Returns:

[Undocumented]

Source:

script.ldf

Description

Creates an Area of Effect object, optionally with an embedded vfx that is synced to the lifetime of the AoE Object. Please refer to the documentation or talk to georg about how to use these, they work slightly different than in previous games!