Force Drain
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- carfanaticphil
- Rebel Sergeant

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Force Drain
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?
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The_Emperor
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Re: Force Drain
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...
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bokkenblader56
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Re: Force Drain
So you couldn't make it like Force Choke and cause it to only work when there's a target?
- Frisbeetarian
- Jedi

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Re: Force Drain
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."
- carfanaticphil
- Rebel Sergeant

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Re: Force Drain
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?
- DarthD.U.C.K.
- Master of the Force

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Re: Force Drain
the chokeanimation is build into the shipped animationsets
and the ANIMATION only controls what an unit does when it is hit by this weapon
and the ANIMATION only controls what an unit does when it is hit by this weapon
- carfanaticphil
- Rebel Sergeant

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Re: Force Drain
well what i meant is does somebody have all the necessary files for it? or the structure needed?
- DarthD.U.C.K.
- Master of the Force

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Re: Force Drain
the animation is included in the units shipped anims you just have to add the
to your odf to make hit units choking
Code: Select all
SoldierAnimation = "choking"- carfanaticphil
- Rebel Sergeant

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Re: Force Drain
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?
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?
- DarthD.U.C.K.
- Master of the Force

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Re: Force Drain
yes 
- carfanaticphil
- Rebel Sergeant

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Re: Force Drain
hmmm.......im going to have to try this out 
EDIT:
and where do i insert that line in the specififed odf?
EDIT:
^^ where do i put that? do i put it in the ....judgement.odf, ....judgement_exp.odf or the ....judgement_ord.odf ?DarthD.U.C.K. wrote:the animation is included in the units shipped anims you just have to add theto your odf to make hit units chokingCode: Select all
SoldierAnimation = "choking"
and where do i insert that line in the specififed odf?
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Caleb1117
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Re: Force Drain
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.
- DarthD.U.C.K.
- Master of the Force

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Re: Force Drain
out it in your judgemen.odf
here is a small command i found in the com_weap_inf_buff.ord:
here is a small command i found in the com_weap_inf_buff.ord:
Code: Select all
ApplyOnOwnerIfOnOthers = "1"- Maveritchell
- Jedi Admin

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Re: Force Drain
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.
- Sky_216
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Re: Force Drain
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.
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.
- DarthD.U.C.K.
- Master of the Force

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Re: Force Drain
maybe its worth to be tried out, sometimes more parameter work than are needed,
you can give a walker treads as example
you can give a walker treads as example
- carfanaticphil
- Rebel Sergeant

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Re: Force Drain
@Skyhammer: thank you 
@Mav: so the healing bit isn't possible, but the effect for the other soldier is?
@Mav: so the healing bit isn't possible, but the effect for the other soldier is?
- Maveritchell
- Jedi Admin

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Re: Force Drain
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.carfanaticphil wrote:@Mav: so the healing bit isn't possible, but the effect for the other soldier is?
*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.
