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The Force Unleashed Reverse Lightsaber?

Posted: Fri May 02, 2008 9:51 pm
by Testakleez
hey, i am trying to make a reverse lightsaber a la force unleashed for my map. right now i am using darth maul's lightsaber with the front disabled, but of course i want to make a more authentic one. I once saw a reverse lightsaber in a map that i downloaded, jedi order 66 coruscant , but the blade came out of the front emitter and went through the hilt. How would I do that? how do i make it come out the back?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Fri May 02, 2008 10:05 pm
by AceMastermind
You can use this one if you want, I reversed it in XSI so it looks normal.
reversed_saber_hilt.zip
Hidden/Spoiler:
Image

Re: The Force Unleashed Reverse Lightsaber?

Posted: Fri May 02, 2008 10:49 pm
by Testakleez
Sweet Babies! thanks a lot! oh and do you know the limit on how many animations you can give to a char? because i am trying to make a combo system and i need several animations. and can you define multiple explosions for the lightsaber, so each explosion can have a different effect and can be used independently of each other?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 9:27 am
by MetalcoreRancor
I would think 10 is in reason, and 12+ is over doing it.

And you can't have different explosions, just the same explosion used in different attacks.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 10:15 am
by inferno
You can change the lightsabre odf from LightSabreLength "1.0"
to LightSabreLength "-1.0" like this example

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent			= "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "all_weap_inf_lightsabre"
ComboAnimationBank	= "human_sabre melee all_hero_luke_jedi"

FirePointName       = "hp_fire"
LightSaberLength	= "1.0"
LightSaberWidth		= "0.08"
LightSaberTexture 	= "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"

Code: Select all


[WeaponClass]

ClassLabel          = "melee"
ClassParent			= "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "all_weap_inf_lightsabre"
ComboAnimationBank	= "human_sabre melee all_hero_luke_jedi"

FirePointName       = "hp_fire"
LightSaberLength	= "-1.0"
LightSaberWidth		= "0.08"
LightSaberTexture 	= "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 10:21 am
by The_Emperor
inferno wrote:You can change the lightsabre odf from LightSabreLength "1.0"
to LightSabreLength "-1.0" like this example
True, but
Testakleez wrote:the blade came out of the front emitter and went through the hilt.
You can do what you said, but the firepoint is still at the same place so you'll have a glowing saber which looks bad. Ace reversed it entirely, including the firepoint, so the hilt won't glow.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 11:28 am
by MandeRek
MetalcoreRancor wrote:I would think 10 is in reason, and 12+ is over doing it.

And you can't have different explosions, just the same explosion used in different attacks.
I guess the combo says it uses a _exp.odf for an attack, so in Mace's combo it says basicly:

'Use the explosion(_exp.odf) mentioned in his weapon odf for the jumpattack'

What if we add a _exp2.odf which is a different file, also to the odf, same line just different name, and say in the combo:

'Use the second explosion (_exp2.odf) mentioned in his weapon odf for the third attack (attack1c)'

Wouldn't that be possible? :?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 12:24 pm
by Testakleez
thanks a lot for the help guys, and special thanks to ace! hmmm.. Manderek do i put the name of the odf in the combo like this?

PlayExplosion(_exp2);

or do i have to make make it like this

PlayExplosion(***_***_nameofchar_explosion2);
with asterisks subbed with the other required letters.

Also two more questions..
can you make an effect that just distorts the background? like the effect when you force sprint?
and is it even possible to make a force grab? like force choke but play the falling to your death anim, and be able to move the grabbed character around? or is that beyond the limits of the engine?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 1:31 pm
by Maveritchell
Testakleez wrote:Also two more questions..
can you make an effect that just distorts the background? like the effect when you force sprint?
and is it even possible to make a force grab? like force choke but play the falling to your death anim, and be able to move the grabbed character around? or is that beyond the limits of the engine?
Particle effects can only add things to your screen, they can't distort the actual image. Your best bet would be a wave-type effect, a good one to look at might be the actual stock force push explosion effect (it's unused, but it's there and a lot of modmaps have used it).

And no, you can't maneuver a character with force choke. The animation is easy enough, change:

Code: Select all

SoldierAnimation    = "choking"
to

Code: Select all

SoldierAnimation    = "tool_fall"
in the choke .odf.

"Areaeffectweapons" (like force choke) are really interesting but they've got a strange setup and seem to be really limited. There's not a whole lot you can do with them besides maybe 1 or 2 different kinds of weapons.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 1:37 pm
by SBF_Dann_Boeing
You can only have one explosion effect but you can have it happen multiple times within the combo. The effect itself is marked out in the lightsaber odf, not the combo.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 1:59 pm
by Testakleez
oh i see.. well i meant having an effect that when things in the background are filtered through it, its looks like its distorted, added just like any other effect file. what is the name of the force push explosion effect? hmmm..
I have an idea, can you make a force power with two ordinances with one delayed, so that the first will make it act like force choke like normal and the second comes after, say, 2 seconds and makes him go flying? is it possible to attach something to the flying trooper to make him able to damage and knock down anyone he flies into?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 2:04 pm
by SBF_Dann_Boeing
You cannot combine force choke with anything unfortunately. But you can combine lightning with push (and pull). And by flying into other troopers, do you mean literally bumping into? I'm almost sure it's impossible to do that. Explosions can only be triggered by firing a weapon (or saber combo), or by a unit or object's destruction.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 2:26 pm
by Testakleez
ok i see thanks anyway... i tried the falling animation thing, but they just started floating and raising their hands, completely still, how do i change that?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 7:52 pm
by Maveritchell
Try "tool_jumpfall" instead of "tool_fall." To be honest, I don't remember offhand the exact name of the animation, so I'm guessing at which one's right. You can see where I'm getting the name of the animations by looking through the assets/animations/human_1-4 folders. Any prefix is omitted when adding the animation (so no human_, dooku_, vader_, etc.).

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sat May 03, 2008 8:22 pm
by Testakleez
hah! it worked! i used thrown_tumbleback and it looks awesome! I guess this can be closed now, thanks a lot all of you!

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sun May 04, 2008 4:59 am
by MandeRek
SBF_Dann_Boeing wrote:You can only have one explosion effect but you can have it happen multiple times within the combo. The effect itself is marked out in the lightsaber odf, not the combo.
I mean, the combo says that the exp happens with the jumpattack with a certain line.. What line is it? Maybe you can modify that line a bit for a second explosion as odf..

Edit: This line calls for the explosion:

Code: Select all

    PlayExplosion(); // yep...
Can't you add this line. like PlayExplosion2(); // yep... to another anim, and make an Explosion2Name = "...." in the weapon odf? :?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sun May 04, 2008 7:51 am
by Teancum
PlayExplosion(); is a function. You can't just make up new ones. The game only knows the ones it was coded with.

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sun May 04, 2008 8:11 am
by MandeRek
Okay.. I just wondered :) Thanks Tean ;)

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sun May 04, 2008 9:13 am
by Testakleez
so you cant add an argument in between the () in the function?

Re: The Force Unleashed Reverse Lightsaber?

Posted: Sun May 04, 2008 10:52 am
by MandeRek
0= a no, and 1 = a yes.. There are no other options possible (might be other way around, but one of those :P )