Force choke is an "areaeffectweapon." Yes, explosions and other .odf types take an area of effect into account, but there's no real similarity in .odf structure. It's also worth noting that choke is unique in that it has no ordnance file or explosion file.
Can a particle effect (.fx file) be added onto force choke? I've tried using the "Effect =," using "PlayEffectOnOwnerAimer =," using a smoldereffect, and by trying to give choke an _exp file, all to no avail.
Any .odf maestros who think there's a workaround, please let me know. At the moment, all I see that I can do with force choke is change the animation of the chokee.
Adding fx to force choke
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- Maveritchell
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VF501
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Only way I can think of that might be possible is the basic AddEffect command. If the PlayEffect command does not work (and its associated smolder effects) AddEffect is about all thats left.
Considering that Choke is an AoE weapon that has no ord and exp and its impossible to add them there is nothing to attach an effect too. It also seems that the application of the choke animation to the target is the only visible effect added to it.
Theoretically, you could possibly change the EffectType = "Choke" to something else. Try pick a random effect, like the electrical or flame smolders and use those as a test. If they don't show up or if the Game crashes then its impossible (unless the aforementioned AddEffect works).
psychOfred's docs on weapon properties never really covered Force Abilites like Choke.
EDIT: Another, albeit sketchy alternative is to make the choke a cannon, and use a beam ordnance (using an invisible beam) and then you have access to effects. Downside is I have no idea if the Choke animations are useable for this and if anyone walks into the beam they become the target.
I was contemplating this as a method to port the Choke to SWBF1.
Considering that Choke is an AoE weapon that has no ord and exp and its impossible to add them there is nothing to attach an effect too. It also seems that the application of the choke animation to the target is the only visible effect added to it.
Theoretically, you could possibly change the EffectType = "Choke" to something else. Try pick a random effect, like the electrical or flame smolders and use those as a test. If they don't show up or if the Game crashes then its impossible (unless the aforementioned AddEffect works).
psychOfred's docs on weapon properties never really covered Force Abilites like Choke.
EDIT: Another, albeit sketchy alternative is to make the choke a cannon, and use a beam ordnance (using an invisible beam) and then you have access to effects. Downside is I have no idea if the Choke animations are useable for this and if anyone walks into the beam they become the target.
I was contemplating this as a method to port the Choke to SWBF1.
- Maveritchell
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I'm not sure what the "effecttype" line in choke actually means, but I don't think it's a reference to an fx. I may try it out, though.
And you definitely can't just change choke to a cannon and give it an ord. Choke is different than other weapons, and you can't split it up into a couple files like the other weapons. Plus, they don't support forcing an animation on the target.
Something I may try is to see if I can make choke an .ord in and of itself, but that probably won't work either.
And you definitely can't just change choke to a cannon and give it an ord. Choke is different than other weapons, and you can't split it up into a couple files like the other weapons. Plus, they don't support forcing an animation on the target.
Something I may try is to see if I can make choke an .ord in and of itself, but that probably won't work either.
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VF501
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Yeah, I was talking about making an entirely new alternative to choke. Using a creative work around, as for the animation calls, I was unsure if thye worked. It was an idea I was gonna use to try to port the choke to swbf1, but it has the problems listed above.
Best option is just to experiment with all the possible effect adding commands available to weapons.
If you want something like a force effect in your hands while using it (similar to the chargeup effect on the arc caster), you might want try using the chargeeffect command or the PlayEffectOnOwner command. Again I'm unsure if it will work due to my lack of experience with powers like this, but it's an option worth pursuing.
Best option is just to experiment with all the possible effect adding commands available to weapons.
If you want something like a force effect in your hands while using it (similar to the chargeup effect on the arc caster), you might want try using the chargeeffect command or the PlayEffectOnOwner command. Again I'm unsure if it will work due to my lack of experience with powers like this, but it's an option worth pursuing.
