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Force Drain

Posted: Wed Oct 29, 2008 8:08 pm
by carfanaticphil
Is it possible to make a force drain as a force power, with the effects and everything, like either the purple one the exile used to consume the jedi masters, or the orange one Kreia used to drain the exile of her powers? and it would either drain the other player of their health (like choke), or do that and give you health if you are wounded?

Re: Force Drain

Posted: Thu Oct 30, 2008 10:21 am
by The_Emperor
Effects are totally possible. You could use lightning as a base for the new effect, and make it heal yourself when you cast it, whilst damaging any enemy it hits. Only (big) problem with that is that it'll heal you any time you cast it, even if you don't hit anyone. I don't think that problem can be solved either. So it'd be an unfair forcepower...

Re: Force Drain

Posted: Thu Oct 30, 2008 11:49 am
by bokkenblader56
So you couldn't make it like Force Choke and cause it to only work when there's a target?

Re: Force Drain

Posted: Thu Oct 30, 2008 12:14 pm
by Frisbeetarian
Force Choke is always "working" it just has no effect attached, and thus is not visible. I does have an animation that plays on a unit it "hits," so it has the appearance of only "working" when it "has a target."

Re: Force Drain

Posted: Thu Oct 30, 2008 4:10 pm
by carfanaticphil
do you have the animation for that? if so, could you send me the odf and ord etc. if you dont, could somebody please make one?

Re: Force Drain

Posted: Thu Oct 30, 2008 4:21 pm
by DarthD.U.C.K.
the chokeanimation is build into the shipped animationsets

and the ANIMATION only controls what an unit does when it is hit by this weapon

Re: Force Drain

Posted: Thu Oct 30, 2008 4:33 pm
by carfanaticphil
well what i meant is does somebody have all the necessary files for it? or the structure needed?

Re: Force Drain

Posted: Thu Oct 30, 2008 4:47 pm
by DarthD.U.C.K.
the animation is included in the units shipped anims you just have to add the

Code: Select all

SoldierAnimation    = "choking"
to your odf to make hit units choking

Re: Force Drain

Posted: Thu Oct 30, 2008 5:02 pm
by carfanaticphil
ok thanks
so if i applied that to, say, force judgment, would the orange lightning come out and hurt the other unit, but the animation of the other unit would make it to look like he was being choked as well?

Re: Force Drain

Posted: Thu Oct 30, 2008 5:14 pm
by DarthD.U.C.K.
yes :D

Re: Force Drain

Posted: Thu Oct 30, 2008 5:19 pm
by carfanaticphil
hmmm.......im going to have to try this out :wink:

EDIT:
DarthD.U.C.K. wrote:the animation is included in the units shipped anims you just have to add the

Code: Select all

SoldierAnimation    = "choking"
to your odf to make hit units choking
^^ where do i put that? do i put it in the ....judgement.odf, ....judgement_exp.odf or the ....judgement_ord.odf ?
and where do i insert that line in the specififed odf?

Re: Force Drain

Posted: Thu Oct 30, 2008 7:50 pm
by Caleb1117
I'm pretty sure there is an ODF parameter that causes healing only to happen when someone is affected. But I think It's only for buffs.

Re: Force Drain

Posted: Thu Oct 30, 2008 8:01 pm
by DarthD.U.C.K.
out it in your judgemen.odf
here is a small command i found in the com_weap_inf_buff.ord:

Code: Select all

ApplyOnOwnerIfOnOthers = "1"

Re: Force Drain

Posted: Thu Oct 30, 2008 9:30 pm
by Maveritchell
You can't just mix and match different odf parameters from areaeffectweapons (choke), emitterordnances (most force powers), and buffs. The basic answer is "no," what the OP asked can't be done. There's not even a good way to do it with .lua workarounds.

Re: Force Drain

Posted: Fri Oct 31, 2008 1:41 am
by Sky_216
Just gonna add something to what Mav said... not really all that on topic but still relevant.....

To any side modders out there, you really should go to this link...
http://www.secretsociety.com/forum/down ... meters.txt
It tells you what classes(classlabel = 'whatever') can use what odf parameters. So you'll waste a lot less time trying to get something to work that doesn't because the class ignores that parameter (eg using 'SpreadPerShot' with a launcher type weapon - doesn't work at all) and will hopefully save you lots of time and frustration.

Re: Force Drain

Posted: Fri Oct 31, 2008 5:52 am
by DarthD.U.C.K.
maybe its worth to be tried out, sometimes more parameter work than are needed,
you can give a walker treads as example :yes:

Re: Force Drain

Posted: Fri Oct 31, 2008 7:11 am
by carfanaticphil
@Skyhammer: thank you :D
@Mav: so the healing bit isn't possible, but the effect for the other soldier is?

Re: Force Drain

Posted: Fri Oct 31, 2008 1:58 pm
by Maveritchell
carfanaticphil wrote:@Mav: so the healing bit isn't possible, but the effect for the other soldier is?
It's possible and not difficult to make what essentially amounts to force lightning with a different effect/texture so that it looks like force drain. It's also possible* to make it so that when the target is hit, he freezes temporarily while he takes damage. It's even possible* to heal your unit while the other unit takes damage, and ok I lied it is possible* to make you recieve the same amount of health the other unit loses.

*Possible only through lua scripting

In my opinion, though, it's not really worth the work to set that up (especially the last one). If you want to know what I'd do: I'd make a double-buff attack. The primary buff ordnance would drain opponents' health, and the secondary buff attack would restore energy to everyone around you (opponents or friendlies, this is to ensure that you, the player, recieve an energy buff). From there it's just a matter of being clever with particle effects - and you can do a lot with the right effects if you take the time to make them.