So I've been having some trouble with some different effects doing exactly what I want them to do. Also a little while ago I was reading through the combo and animation docs (Interesting stuff) and came up with some more questions I was hoping someone could help me answer:
1. How could I add the knock down effect to something like a grenade of bullet. (Like when your forced push and the player goes through the "getting up" animations, that is what I trying to do)
2. How do I add a fade out to a effect. Right now I have a grenade with a custom effect from PE but when you throw the effect stays their for the entire match.
3. Is there a way to slow down animations? Like make a lightsaber swing go at half speed?
4. What program is used to create new player animations and is there any tutorials on how to create them? I do have the free version of XSI (which I pretty sure could make player animations, but I only see tuts for flyers and vehicles in the XSI forum) but I'm intrested in any other free programs that can make animations and tutorials for them.
5. Is there a limit to the amount of states and transitions a combo file can have?
6. How can I attach the msh of a rifle to the hand of a unit to create a rifle swing attack like Delta_57_Dash did in an older BFI map. (Believe in was Rouge Assault or something)
Any help would be appreciated
Animations, Combos, and Effects
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Zaniac
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Master Fionwë
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RE: Animations, Combos, and Effects
1. Push values in the odf, i.e., rep_weap_inf_rifle_ord, add this line if it isn't there:
Push = "10.0"
2. You need to edit the effect. The lifetime is what controls that I belive.
3. In the comboes, there are speed values for different motions.
4-5. Not a clue, sorry.
6. Take the gamorrean axe, and change the geometryname from the axe to teh rifle. That should do the job.
Push = "10.0"
2. You need to edit the effect. The lifetime is what controls that I belive.
3. In the comboes, there are speed values for different motions.
4-5. Not a clue, sorry.
6. Take the gamorrean axe, and change the geometryname from the axe to teh rifle. That should do the job.
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broomfighter
RE: Animations, Combos, and Effects
4. Try opening the mshs in the animbank
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VF501
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New SWBF2 compatible animations can only be made in a full edition (Advanced/Essentials/Foundation )of XSI Ver. 4.2 and above (6.0-6.1 dont work with the Addon though). As SWBF2 uses FK keyframes from what I gather.
As for the effect, its type also affects lifetime. Directional Effects (like missle trails) dont last long, but for some reason if it is attached as an explosion they last forever. Burst Type effects are best for explosions. So open up PE, and there should be values that sasy Burst, and Directional.
As for the effect, its type also affects lifetime. Directional Effects (like missle trails) dont last long, but for some reason if it is attached as an explosion they last forever. Burst Type effects are best for explosions. So open up PE, and there should be values that sasy Burst, and Directional.
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Zaniac
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I’m back, and I really appreciate all the help, but I’m still having some trouble.
@VF501: I’m not seeing where I can set the effect as burst or directional. When I’m opening up PE and try to change the type I only get options like: accelerate, reach, scale, circle, vortex, rotational. Is there a certain particle mode the effect has to be to get these options? Right now is the mode BillBoard. I’d appreciate it if you could point me to specifically where I can change the effect to burst.
Thanks a lot guys, I’ll keep trying to get it to work but I’m welcome to any more guidance anyone can give.
I’ve edited the line but I’ve found that it doesn’t really work for rifles, probably because they don’t have an exp. file. With the grenades though it seems that it will only push the player or AI if it kills them. Problem is I’m trying to make a flash bang grenade that doesn’t do any damage, is there a work around to get the grenade to push even if it doesn’t do any damage?1. Push values in the odf, i.e., rep_weap_inf_rifle_ord, add this line if it isn't there:
Push = "10.0"
2. You need to edit the effect. The lifetime is what controls that I belive.
Whenever I try the lifetime line in PE it only makes the effect larger of smaller, I’ll keeping messing with it and see if I can get it to work…As for the effect, its type also affects lifetime. Directional Effects (like missle trails) dont last long, but for some reason if it is attached as an explosion they last forever. Burst Type effects are best for explosions. So open up PE, and there should be values that sasy Burst, and Directional.
@VF501: I’m not seeing where I can set the effect as burst or directional. When I’m opening up PE and try to change the type I only get options like: accelerate, reach, scale, circle, vortex, rotational. Is there a certain particle mode the effect has to be to get these options? Right now is the mode BillBoard. I’d appreciate it if you could point me to specifically where I can change the effect to burst.
Ok I’ve found a line in the combos called Duration( #, “Frames”); So I copied and pasted the number on the attack I wanted and set the duration to 150 (Five Second Attack), then I adjusted the transition caused I figured if the attack was longer so would thetransition, Changes I made:3. In the comboes, there are speed values for different motions.
When I munged and tried this the character attacked at normal speed the it’s upper body would stay frozen in the last frame of the attack until the durations ends. I know I close to achieving a slow attack, any more ideas on how to slow down the entire attack and not just freeze on the last frame?Transition("ATTACK2")
{
If()
{
TimeStart(5, "Frames");
TimeEnd(145, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Darn full edition, that’s I’m guessing is the one you have to purchase. Right now I have the free version of XSI ver 4.2 (Foundations I believe) Is there a way I could create animations there and have someone else with a full version put in FK keyframes and export for me?New SWBF2 compatible animations can only be made in a full edition (Advanced/Essentials/Foundation )of XSI Ver. 4.2 and above (6.0-6.1 dont work with the Addon though). As SWBF2 uses FK keyframes from what I gather.
The msh’s are coded with what appears to me to just be random letters and numbers, it would be impossible to try to create something new by editing it. Makes you wish it could be that easy though…4. Try opening the mshs in the animbank
Hey this worked! There is a little problem with damage area on it but I can easily fix that by increasing the length and taking out the saber texture and glow.6. Take the gamorrean axe, and change the geometryname from the axe to teh rifle. That should do the job.
Thanks a lot guys, I’ll keep trying to get it to work but I’m welcome to any more guidance anyone can give.
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Syth
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Ordinance can only have push if its an emmiter (like push/pull/lightening...) or a sticky. Im not sure if Shells of Missile types can.I’ve edited the line but I’ve found that it doesn’t really work for rifles, probably because they don’t have an exp. file. With the grenades though it seems that it will only push the player or AI if it kills them. Problem is I’m trying to make a flash bang grenade that doesn’t do any damage, is there a work around to get the grenade to push even if it doesn’t do any damage?
Your right on the grenade explosion only pushing dead, add this line
PushDeadOnly = "0"
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VF501
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Yup. Mav is right, you can "hack" a push value into a bullet or laser ordnance.
Make a separate explosion file, and call it in the ordnance. Set the standard laser impact effect as the explosion effect, or on of the laser_exp.fxs.
Set the push radius to 0.5-1 and set push at 1-5 for a soft knock down. Set it higher to mak'em roll like crazy.
Push Values- Relative Effect of Value
1-3= More of a stun type push, just knocks you down where you are.
4-5= Stronger than the first three. Direct forward impact makes you roll about 10-15feet. Getting hit from below sends you around 6 feet in the air.
6-10= About 2x stronger than before, with longer roll distance and setting it at 8-10 launches you around 15-20 feet up.
11-14= Just an intermediate "stage" between believable and rediculous.
15+ Now it gets rediculous. Targets hit either roll for 50+feet or get launched 80+ feet into the air.
Now the values are mostly just estimates, but when I set push at 25 one time, I was launched higher than the Geonosis Spire, just as an example.
I'll get back to you on the Particle Editor as I haven't touched it for a month or so.
Make a separate explosion file, and call it in the ordnance. Set the standard laser impact effect as the explosion effect, or on of the laser_exp.fxs.
Set the push radius to 0.5-1 and set push at 1-5 for a soft knock down. Set it higher to mak'em roll like crazy.
Push Values- Relative Effect of Value
1-3= More of a stun type push, just knocks you down where you are.
4-5= Stronger than the first three. Direct forward impact makes you roll about 10-15feet. Getting hit from below sends you around 6 feet in the air.
6-10= About 2x stronger than before, with longer roll distance and setting it at 8-10 launches you around 15-20 feet up.
11-14= Just an intermediate "stage" between believable and rediculous.
15+ Now it gets rediculous. Targets hit either roll for 50+feet or get launched 80+ feet into the air.
Now the values are mostly just estimates, but when I set push at 25 one time, I was launched higher than the Geonosis Spire, just as an example.
I'll get back to you on the Particle Editor as I haven't touched it for a month or so.
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Qdin
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hehe.. made Droideka's with such explosion onto the Laser and a Push Rate of 50 I think 2 years ago
I was lmao... but I never got any scores for my kills.... lolz - fly, kiddo - fly! 
I personally recommend it for a fun time - but I wouldn't call it a 'hack' VF'/Mav' all it really takes is to add 1 line to refer to an explosion...
Never thought about the power/range of the strength of the push, though - good to see someone recorded it ^^
I personally recommend it for a fun time - but I wouldn't call it a 'hack' VF'/Mav' all it really takes is to add 1 line to refer to an explosion...
Never thought about the power/range of the strength of the push, though - good to see someone recorded it ^^
