BODY_NODE_* Constant Group
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Jump to navigationJump to searchLocation 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 |