Adding effects to a character

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
cloneknight
Chief Warrant Officer
Chief Warrant Officer
Posts: 357
Joined: Sun Aug 20, 2006 11:39 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Adding effects to a character

Post by cloneknight »

I have a few questions about adding effects

1) how do I make it so it looks like a character is on fire or being shocked all the time? (like a flaming wampa running around also i cant find the burning effect?)
2) how can I make it so these show up at a hp limit? (a droid starts to smoke at 10 hp or something) what’s a good damage smoke effect also?

these will really help my map i have tried but they dont show up?
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: effects

Post by Caleb1117 »

Never thought about it, but I assume you could use the same code which makes vehicles start smoking when damaged, on people.

DamageStartPercent = 80.0 - What percentage of HP that the effect starts so when you get down to 80% it triggers the effect
DamageStopPercent = 50.0 - What percent that it will stop, so you could have it stop at 50%, and have anouthe block of code like this, with a flame effect starting at 50% down to 0
DamageEffect = "com_sfx_vehiclespark" - effect name you can find this and others like it in Data_ABC/common/effects
DamageEffectScale = 1.5 - scale up the effect? not sure
DamageInheritVelocity = 0.5 - no clue
DamageAttachPoint = "hp_damage_4" - where the damage fx is attach, could be a null on a model, or a bone for instance, you could put in bone_pelvis, and his... pelvis would burn/smoke
Try putting this in your unit's ODF, and get the needed effects, that I highlighted, and see what happens.
DamageStartPercent = 80.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "bone_head"

DamageStartPercent = 50.0
DamageStopPercent = 10.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "bone_head"


DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "Bone_head"
cloneknight
Chief Warrant Officer
Chief Warrant Officer
Posts: 357
Joined: Sun Aug 20, 2006 11:39 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: effects

Post by cloneknight »

to make it so he is always on fire set effect start to 0? also how do i attach it to the whole body, or atleat the chest area.

(whats the burning effect like from a flamethrower?)
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: effects

Post by Caleb1117 »

If you want it constant, you need something like this:
DamageStartPercent = 100.0
DamageStopPercent = 0.0 -
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "eff_ribcage"
I think there is a simpler code, not sure, but you could also try:
AttachEffect = "com_sfx_vehicleflame"
AttachToHardpoint = "eff_ribcage"
The flamethrower effect should be in a side that has one, like the CIS or IMP side's effects folder.
Post Reply