Force push effect. How is it done? [Solved]

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Cerfon Rournes
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Force push effect. How is it done? [Solved]

Post by Cerfon Rournes »

I tried to give force push a new effect. So I edited one in Particle Editor, saved it as a new name, put it in my sides/effect folder, and added this line to force push:

Code: Select all

Effect              = "buff_force_rings" 
I munged, and nothing happened. Just to make sure the effect worked, I made it the energy regen effect, and tested it. It worked fine. What am i missing? How can I get this to work?
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I know it can be done, because Mav did it in Dark Times.
Thanks! :D
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Re: Force push effect. How is it done?..

Post by Fiodis »

I think Mav changed the classlabel of the ord (and possibly the weapon itself, too).
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Re: Force push effect. How is it done?..

Post by Cerfon Rournes »

Any idea of what he changed it to?
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Re: Force push effect. How is it done?..

Post by AQT »

Anything that can support a TrailEffect will work, but it would be best if you use whatever the stock sonic blaster's ordnance's ClassLabel is (fatray?). This way, multiple enemies can be hit in a straight line. And then, of course, set the weapon up with an explosion ODF with PushDeadOnly = 0.
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Re: Force push effect. How is it done?..

Post by Sky_216 »

Notes:

I'm fairly sure "fatray" can push enemies by themselves (without an explosion).

Can make an effect similar to the stock flamethrower effect for this - effect itself shoots forward and just use the "PlayEffectOnOwnerAimer" (or somethig similar) to show it. Look at the flamethrower or incinerator odfs for more details.
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Re: Force push effect. How is it done?..

Post by Cerfon Rournes »

Thanks guys, testing it out now... I will bring back results :D
EDIT
The effect works, but it only pushes one unit for each button press.
Here are my odfs...
com_weap_inf_force_push
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "cannon"

[Properties]
HUDTag = "hud_force_push"
GeometryName = ""
HighResGeometry = ""

RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

OrdnanceName = "com_weap_inf_force_push_ord"

TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "0.0"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z

EnergyDrain = 9.0
InstantPlayFireAnim = 1
OffhandWeapon = 1

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "force_push_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""


[/code]
com_weap_inf_force_push_exp
Hidden/Spoiler:
[code][ExplosionClass]

ClassLabel = "explosion"

[Properties]
Effect = ""

PushDeadOnly = 0

MaxTargets = "6" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//SoundProperty = "rep_weap_inf_arccaster_exp"[/code]
com_weap_inf_force_push_ord
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "fatray"

[Properties]
Explosion = "com_weap_inf_force_push_exp"

ConeLength = "40"
ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "6" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "0" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "0" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

LifeSpan = "10.25"

DamageDeduction = "0.0"

MaxPush = "20.0"
MinPush = "0.0"

RayRadius = "20.0"

MaxDamage = "0.0

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Velocity = "10.0"

TrailEffect = "buff_force_rings"

AffectFriends = "1"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit


[/code]
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Re: Force push effect. How is it done?..

Post by THEWULFMAN »

Sky_216 wrote:Notes:

I'm fairly sure "fatray" can push enemies by themselves (without an explosion).

Can make an effect similar to the stock flamethrower effect for this - effect itself shoots forward and just use the "PlayEffectOnOwnerAimer" (or somethig similar) to show it. Look at the flamethrower or incinerator odfs for more details.

Correct.

This is what it looks like
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Explosion = "com_weap_inf_force_push_exp"

PlayEffectOnOwner = "jed_sfx_force_push"

ConeLength = "25"
ConeAngle = "50"
FirstRadius = "0.0"
MaxTargets = "5" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "1" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "50" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

VehicleScale = "0.5"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"

Push = "20.0"

AffectFriends = "1"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
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Re: Force push effect. How is it done?..

Post by Cerfon Rournes »

"PlayEffectOnOwnerAimer", and "PlayEffectOnOwner", did not work properly. The effect just stuck to my unit after the button was pressed.
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Re: Force push effect. How is it done?..

Post by AQT »

There appears to be some confusion. If you're going to use Sky's method, then you don't need to change the ClassLabel of the ordnance to "fatray." ConeLength, ConeAngle, etc. are only properties of the ClassLabel "emitterordnance" (in order to target multiple units at once), so they will not work properly for "fatray."
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Re: Force push effect. How is it done?..

Post by THEWULFMAN »

Cerfon Rournes wrote:"PlayEffectOnOwnerAimer", and "PlayEffectOnOwner", did not work properly. The effect just stuck to my unit after the button was pressed.
Its working fine. That just what it does, thats how it worked in DT and my TCW mod
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Re: Force push effect. How is it done?..

Post by Cerfon Rournes »

Thanks for clearing things up guys, I think it should work this time... results soon. :mrgreen:
EDIT
Thanks guys, it works. :D
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