Zengin is equipped with a few special effects, that can be called from VisualFX'ów. Are quite a little-known, some never use and to find only by searching engine code, so can this tutorial be useful to someone. Their usage is quite simple: by creating a new VFX (class CFx_Base) in the visName_S we give after the dot code effect (eqk, fow, ltn, scx, slw, tga, trl) and using userString'ów give any parameters. At the time of their creation, we continue with the standard parameters vfx'ów, e.g. duration you specify using the emFXLifeSpan (-1: permanent).
Some effects have been introduced in version 2.6, which is why G1 is not available.
1. Screen flicker (screenblend/zCVobScreenFX) (g1)
visName_S: *.scx ("URscreenblend.scx", a dish called _reverse plays the animation backwards)
userString [0]: the duration of the loop (e.g. 100 billion)
userString [1]: color (RGBA) (e.g. 0 0 0 100)
userString [2]: fade time (e.g. 0.5)
userString [3]: texture (only g2nk) (e.g. ScreenFX_Dem_a0)
userString [4]: fps animation textures (only g2nk) (e.g. 8)
2. Slow time (slowmotion) (only g2nk)
visName_S: *.slw ("URtime.slw")
userString [0]: the scale over time for the player (e.g. 0.5)
userString [1]: the scale over time to the world (e.g. 1.0)
3. Deformation of the screen (fov morph) (only g2nk)
visName_S: *.fov ("URmorph.fov")
userString [0]: the strength of the effect (for example 0.8)
userString [1]: speed (e.g. 1.0)
userString [2]: base width (empty: default value) (e.g. 120)
userString [3]: the base height (blank: the default value) (e.g. 90)
4. Shock (earthquake/zCEarthquake)
visName_S: *.eqk ("URearthquake.eqk")
userString [0]:? (for example, 1000)
userString [1]:? (5)
userString [2]:? (for example, 5 5 5)
5. Infinite length Strip texture is rotated in the direction of the camera (lighting?)
visName_S: URnazwa_tekstury.ltn (e.g. URLightning_Single.ltn = pas texture URLightning_Single.tga)
6. The Decal
visName_S: URnazwa_tekstury.tga (the simplest of effects, you do not need to explain)
7. Flexible growing band textures (never used, I found the g1 engine, perhaps also responsible for traces of guns) (polystrip/zCPolyStrip)
visName_S: URnazwa_tekstury.trl (standard URpolystrip.trl = pas texture URpolystrip.tga)
userString [0]:?
userString [1]:?
userString [2]:?
userString [3]:?
userString [4]:?
(I experimented with different, such as przyczepiłem to the hand of the hero, it's them leaving traces of the fairly wide, długaśną Ribbon that rocked slightly and gradually faded away from the end)