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ODF Impossibilities?

Posted: Thu Feb 26, 2009 7:04 pm
by Fiodis
Linked somewhat to my topic and problem with FX files is this: which classlabels support fx's?

For instance, is it possible to have a force choke ODF that makes an effect appear around you when you use the weapon and disappear when you stop?

For example, here is a weapon I'm trying to set up for BrutalFront:

Force Parasite.

Basically, I plan to have it as a 360-degree version of choke, which adds to your health at a rate of 1/2 how fast you take away from an opponent's. I found a perfect effect, but unfortunately this effect is complex and infinite (Max particles set to -1). It'd take a great deal of work to make all parts of it finite and of the same duration (at least for a newbie effecter like me), and in any case I don't want it to stop after a definite amount of time but right after you stop using the weapon.

My questions about that:

First: is a 360-degree choke possible? If not, I could give that part up.

Second: can a weapon both heal you and damage opponents, as described? If not, I'll have to think up an entirely new function for it. That is a key part of how it operates; otherwise it's just your usualy un-fancy choke.

Third: is there some easy way via ODF to make the effect stop when you stop your weapon?

Fourth: is giving choke an effect even possible, maybe by some EffectOnOwner line or something?

Fourth and a half: could you set an effect to affect (so to speak) the victim?

Re: ODF Impossibilities?

Posted: Thu Feb 26, 2009 7:30 pm
by Maveritchell
1) Yes
2) Yes, as a lua weapon
3) N/A
4) No
4.5) No

Areaeffectweapon is the only weapon classlabel that doesn't support explosions, and consequently can't have any effect associated with it.

Re: ODF Impossibilities?

Posted: Thu Feb 26, 2009 7:33 pm
by Fiodis
I might be able to use a different classlabel, then, I suppose. Maybe something like that "Force Heat" from the Nelvan Village map: 360-degree incinerator-type dammage, orange buff effect. If healing as well as hurting is possible with the same weapon, I suppose this setup would be ideal, except for the issue of movement. Is there any way to stop the victims from moving while being hit by the weapon?

If not, I suppose that isn't completely critical, although it would be good.

Re: ODF Impossibilities?

Posted: Thu Feb 26, 2009 7:41 pm
by Maveritchell
Yes you can, but it will require more lua scripting.

Re: ODF Impossibilities?

Posted: Thu Feb 26, 2009 8:54 pm
by Fiodis
Hmm. I'm fne with that for a single map, but I plan BrutalFront to be an extra era. I think I remember someone saying once that changing the LUA breaks online compatability, but I'm 99.9% sure that this doesn't happen if you only change the extra era's LUA. Am I correct?