Game Development Reference
Direction points. These are both effect control points. The effect
control point at the top is the Origin point, where the lightning
originates. The effect control point at the bottom is the Direction
point, where the lightning fi nishes up at the end of its strike. So,
I move my Origin and Direction points over to the right a little
(ending up at approximately [516, -20] and [630, 446], respec-
tively). Now, we can see the entire bolt of lightning clearly. Note
that unlike the regular Lightning effect (found in the Obsolete
category); the Advanced Lightning effect does not autoanimate.
Later, we'll look at how to get this lightning to animate (Fig. 9.2).
Figure 9.2 The Advanced
Adjusting Lightning Type
Above the Origin and Direction values, we have the Lightning
Type drop down. This controls the type of lightning, or rather the
behavior of the lightning strike. Most of these settings are fairly
similar, but I want to point out a few special ones that might be
helpful when using this effect to create something besides lighting.
Options like Strike and Breaking are just variations of light-
ing, with some alterations to forking, which we'll look at in a
moment. Changing the Lightning Type drop down to Bouncey,
however, yields very different results. Bouncey is extremely ran-
dom. Sometimes it creates plain strikes of lightning, and some-
times these huge balls of sparks. As far as I can discern, there's no
method to the madness—that is the Bouncey lightning type. This
setting is great for creating nerdy wizard fi ghts, where someone
might conjure a big fl urry of sparks in their hands before shoot-
ing lightning bolts at an enemy sorcerer (Fig. 9.3).