Effects in weapons? *Solved!*

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Rekubot
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Effects in weapons? *Solved!*

Post by Rekubot »

So I'm creating a big booma for PvtPart's Naboo map, but I'm having trouble putting an effect inside it. Usually when I want to attach an effect to an object I use these lines:

Code: Select all

AttachEffect = "name_of_effect"
AttachToHardPoint = "hardpoint"
Now this line works fine on props, but on weapons it doesn't work at all. I've tried attaching it to the trail effect, but the trail effect is attached to the dummyroot, and if I move it into the centre then half of the booma goes underground when it's thrown. Ideas anyone?

Edit: I guess if we figure this out then we'll also be able to add electric effects to the magnastaff. I'll check the lightsaber ODFs and see if there's anything useful in there; I can't think of any weapon that actually has an effect attached to it.
Last edited by Rekubot on Fri Oct 20, 2006 8:00 am, edited 1 time in total.
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RE: Effects in weapons?

Post by PvtParts »

Well, I'll definatly look into it for you. Though I am confused as to why the trail effect doesnt work..I mean I understand the problem, but not why its happening.

Anyhow, yeah I'll look into it. Though with no xsi/modeling experience I can't promise much of substance
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RE: Effects in weapons?

Post by Xavious »

Couldn't you look at the grenade effects?
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RE: Effects in weapons?

Post by t551 »

Grenades are ordnance. A mesh of a grenade is visible in your hand when you throw them -- if you look, it doesn't have an effect.
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Post by Syth »

Dude in my map i upped the grenades size with scale geometry line (acuracy, no XSI required).

idea 1:
Just go to the dataxxx/common/MSH and copy all the grenade.msh stuff (theres a grenade.msh and grenade_ord.msh, just copy both) to one of your sides folders, then rename mshs. Then make msh.option folders for the thermal grenades, open them, and add the line "scale #" (no quotes). And finally edit the booma ord.

idea 2: In partical editor just move the effect up on the whatever axis
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Post by Rekubot »

The trail effect works fine guys, it's just that the effect follows the null, and that has to stay under the booma so that it doesn't sink underground. So basically the effect stays at the base of the booma. Also, I've made a brand new model in XSI, not just a reskinned puffed up grenade. If you tried that I guess that it would do the exact same thing.
idea 2: In partical editor just move the effect up on the whatever axis
I guess I could try that; it wouldn't help much with the magnastaff unless we can actually use two trail effects (I've never tried it) though. I'll move the effect up and see what happens, thanks guys.
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Post by PvtParts »

Movin it up would work. Do you have particle editor working or need me to do it?
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Post by PvtParts »

What we have (I think - I havent seen the model, but I made the effect) is a transparent circle, with a glowing effect, meant to recreate the core of the boomas in episode 1. So basically all it needs to do is sit in the center of the grenade.

I am a bit confused about the TrailEffect not working, I take it the Traileffect command uses, automatically, the dummyroot, and if you put that in the center of the grenade, raising the 'bottom', everything below it clips through the grenade?

This still doesnt make sence, because grenades dont at all clip through the ground, and their trails are neither offset ingame (I mean to say they are perfectly centered on the grenade ingame), nor offset as particles. Meaning the dummyroot, or wherever the effect is attached, is in the center of the grenade. Which brings back the point that they dont clip the ground at all (haha probably do and I just dont notice).

Im tired.
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Post by Rekubot »

Thanks guys, but I've already said that the trail effect DOES work, it's just that it followed the dummyroot and was thus, at the bottom of the booma. I moved the effect up slightly in Particle Editor and now everything works fine, I just need to make the effect a little bigger. Thanks for all your help.
Remember the attached effects can be created more than one way. Use an ODF instead of an .fx file and it should also give you the ability to change the point where it is anchored manually.
I also thought of doing this, but quickly scrapped the idea due to not having a clue what I should set the ClassLabel as, etc. Thanks for the documentation though, it seems to me that the only reason the AttachEffect line wasn't working was because I missed out a couple of commands. I'll have another look at it later.

Thanks for the help guys!

*SOLVED*
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