BODY_NODE_* Constant Group

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Location on a body; either hand or chest. Used for the EffectBeam() effect.

Constants

Note the monster nodes are not on every model by default (the OC models basically only the Beholder and variants have them). They may be much more useful with the changes to EE with the introduction of progfx.2da

Constant Value Model Node Name Description
BODY_NODE_CHEST 1 Chest.
BODY_NODE_HAND 0 Hand.
BODY_NODE_MONSTER_0 2 monster0 Monster model node 0 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_1 3 monster1 Monster model node 1 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_2 4 monster2 Monster model node 2 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_3 5 monster3 Monster model node 3 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_4 6 monster4 Monster model node 4 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_5 7 monster5 Monster model node 5 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_6 8 monster6 Monster model node 6 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_7 9 monster7 Monster model node 7 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_8 10 monster8 Monster model node 8 - for instance on Beholder models it'll be an eyestalk.
BODY_NODE_MONSTER_9 11 monster9 Monster model node 9 - for instance on Beholder models it'll be an eyestalk.

See Also

functions:  EffectBeam