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Scalable Force Powers

Posted: Mon Jun 11, 2007 12:14 am
by VF501
Okay, I originally started this for SWBF1 (and will finish it for that) but its easy enough to convert to SWBF2.

It's going to be a series or "charged" force powers where you charge them up for greater effect. The downside is longer recovery times. I'll be making new effects too, if I can get the Particle Editor to work (does the SWBF2 one need the game? I am using the SWBF one). It's sorta based off of The Force Unleashed in concept.

So if you're interested, send a PM or leave a post.

RE: Scalable Force Powers

Posted: Mon Jun 11, 2007 8:09 am
by Master Fionwë
Yeah, I'm definitely interested. I've created a few force powers myself, but itwould be neat to see some of yours. One thing I couldn't do was any charging of the powers, though.

RE: Scalable Force Powers

Posted: Mon Jun 11, 2007 9:10 am
by Rekubot
I can't see why charging the powers wouldn't work, and I'm definitely very interested in what you're doing here. It sounds like a nice way of using the force; the longer you charge, the more powerful it is. Yeah.

Posted: Mon Jun 11, 2007 6:36 pm
by Syth
Ive tried before, it doesnt seem to work well with fire animations. But I didnt try very hard to get it to work though

Posted: Mon Jun 11, 2007 6:45 pm
by Dohnutt
Very cool.
I've always wanted a "Mega-Force-Push-type-thing", but it'll be interesting to see what you've got planned.

Posted: Mon Jun 11, 2007 8:55 pm
by VF501
I'm glad to see some interest in this. So far all I have is the beginings of the force push. Its buggy, especially on the direction it hits and on how many troopers it hits. So I still have to work out the ODF for it. I also started on Force Lightning and Shockwave (is it possible to isolate the anim for Mace's jump attack shockwave?).

I'll update on progress in a few weeks as I have some stuff in XSI and GIMP to finish up.

Posted: Thu Jun 14, 2007 5:29 pm
by Master Fionwë
I should think so. If you're interested in any effects, particularly lightning ones, I created this really cool lightning. It's kinda a large scale blue and purple electric explosion. It starts out as blue, and then a large purple balst comes in. It's really neat, actually, and I've got more creations comeing now that I know how to do more stuff with the particle editor.
As for the force push, what's buggy about it? I've created a force push that has a strong hit, and does up to forty guys.

Posted: Thu Jun 14, 2007 6:00 pm
by VF501
Okay, I figured out exactly how to use the anim from maces shockwave attack, I just have to write a custom combo file for the attack.

The force push us buggy in the fact that is works normally until the 3rd level charge then at max it seems to become a single target very long range push, not what I wanted.

It takes alot of odfs though to make these. Example

com_weap_inf_force_push.odf-
com_weap_inf_force_push_exp.odf
com_weap_inf_force_push_exp1.odf
com_weap_inf_force_push_exp2.odf
com_weap_inf_force_push_exp3.odf
com_weap_inf_force_push_exp4.odf
com_weap_inf_force_push_ord.odf
com_weap_inf_force_push_ord1.odf
com_weap_inf_force_push_ord2.odf
com_weap_inf_force_push_ord3.odf
com_weap_inf_force_push_ord4.odf

Each one is for a specific charge level of the power and each is adjusted in some way to be stronger than the last. Like longer range, wider cone angle, more damage or larger radius. I could probably make all the exp the same as they are not importaant for the push.

EDIT:Im going to be getting SWBF2 soon and Im going to work on shelling out windows so it'll run on my system :) So I'll be able to test alot of this myself soon for SWBF2

Posted: Thu Jun 14, 2007 11:50 pm
by Syth
I fit helps, when I make charge weapons this is what i do to save time from makeing all the variable ordanaces.
NextCharge = 0.6

SalvoCount = "2"
basically what that does is make the weapon fire 2 times the ordanance, which takes cares of increased damage, explosions, and overheating/energy drain at the next charge.

Posted: Thu Jun 14, 2007 11:59 pm
by Master Fionwë
Why the heck can't I get any of my weapons to charge up? What makes a weapon so that it can charge up?

Posted: Fri Jun 15, 2007 5:34 am
by VF501
Yeah, I know about the Salvo count command, but this is emitter ord, which has the chaining effect. Emitter ords, are cone-angle based where the cone affects the range and the angle affects the area the ordanace travels. I think at this point the problem is in the charge rate and the Nextcharge values.

@Fionwe: MaxpressedTime affects charging. To get the real charge effect though you need to add, ChargeRate, and MaxChargeRate values- see the DarkTroopers Arc Caster for the format on how to set it up properly. To make the charge use multiple ords, use the Charge sections.

NextCharge = 0.25
HeatPerShot = "0.3"

OrdnanceName = "com_weap_inf_force_push_ord1"

This will designate the heatpershot and which ord each charge level you specify uses.

The 0.25 is the amount of the charge filled based on the maxpressedtime. If Maxpressed is set at 1, then .25 is a 1/4 charge.