I want it to have something like the endor generator effect. I sent up nulls as hp_emitter1, hp_emitter2, etc., but it seems like a model can only have one "Emitter" in its odf. I would like it also to cause damage if a player touches it. I tried looking at the hp_lighting.fx, but I didn't really understand any of it. Any help is appreciated.
Lightning Door
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- StarkillerMarek
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Lightning Door
I am trying to add a "lightning" door to this :
I want it to have something like the endor generator effect. I sent up nulls as hp_emitter1, hp_emitter2, etc., but it seems like a model can only have one "Emitter" in its odf. I would like it also to cause damage if a player touches it. I tried looking at the hp_lighting.fx, but I didn't really understand any of it. Any help is appreciated.
Hidden/Spoiler:
I want it to have something like the endor generator effect. I sent up nulls as hp_emitter1, hp_emitter2, etc., but it seems like a model can only have one "Emitter" in its odf. I would like it also to cause damage if a player touches it. I tried looking at the hp_lighting.fx, but I didn't really understand any of it. Any help is appreciated.
- Maveritchell
- Jedi Admin

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Re: Lightning Door
You can put as many hardpoints on a model as you want.
Ex.
Use a damage region to make the player take damage.
Ex.
Code: Select all
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "cis_fedcruiser_commandroom_engine.msh"
[Properties]
GeometryName = "cis_fedcruiser_commandroom_engine"
AttachEffect = "spa_steamgrate"
AttachToHardPoint = "hp_steam_1"
AttachToHardPoint = "hp_steam_2"
AttachToHardPoint = "hp_steam_3"
AttachToHardPoint = "hp_steam_4"
AttachOdf = "spa_light_cisengblu"
AttachToHardPoint = "hp_enginelt2_1"
AttachToHardPoint = "hp_enginelt2_2"
AttachToHardPoint = "hp_enginelt2_3"
AttachToHardPoint = "hp_enginelt2_4"
AttachOdf = "spa_light_impenglt"
AttachToHardPoint = "hp_enginelt1_1"
AttachEffect = "empire_halo2"
AttachToHardPoint = "hp_enginelt3_2"
AttachToHardPoint = "hp_enginelt3_3"
FoleyFXGroup = "metal_foley"- StarkillerMarek
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Re: Lightning Door
Oh, I did not know you could do that, thanks. Unfortunately, it looks like I will have to setup the effect myself, since I don't see a stock effect I could use.
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FragMe!
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Re: Lightning Door
Just to clarify, you are actually trying to make a lightning barrier as opposed to a "door" that will make the lightning go away as you walk up to it.
If it is a door then you don't have to worry about damage as the door will open way before he can touch it.
As for a lightning effect how about seeing how close the force lightning effect comes to your needs, if nothing else it may give you are starting place for your desired effect.
If it is a door then you don't have to worry about damage as the door will open way before he can touch it.
As for a lightning effect how about seeing how close the force lightning effect comes to your needs, if nothing else it may give you are starting place for your desired effect.
- SW_elite
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Re: Lightning Door
Probably a stupid question, but how do you get a "damage" region instead of a death region?
- Maveritchell
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Re: Lightning Door
You use a "damageregion" instead of a "deathregion." Take a look at Zeroeditor.SW_elite wrote:Probably a stupid question, but how do you get a "damage" region instead of a death region?
- StarkillerMarek
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Re: Lightning Door
I guess it would be more of a barrier, then a door. I'm starting to second guess how I am going to do this, as I want the lightning barrier there for a time, and then later I want it to go away.FragMe! wrote:Just to clarify, you are actually trying to make a lightning barrier as opposed to a "door" that will make the lightning go away as you walk up to it.
If it is a door then you don't have to worry about damage as the door will open way before he can touch it.
As for a lightning effect how about seeing how close the force lightning effect comes to your needs, if nothing else it may give you are starting place for your desired effect.
Thanks for the ideas, though.
- lucasfart
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Re: Lightning Door
What they do in the stock campaigns is make a separate object for the barrier and kill that object when they want to let you through.....
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Commander_Fett
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Re: Lightning Door
yeah, if you just model a few bars for the door you can make it an object and spawn it/kill it at will.
- lucasfart
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Re: Lightning Door
Is it possible to make an animated/static prop use an effect, like the lightning? Because that would probably solve all your problems...
- StarkillerMarek
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Re: Lightning Door
Yes, there is and I know how, I just don't think that it will do what I want to do at this point. I think I am just going to model a separate object, and maybe attach the effect to that.lucasfart wrote:Is it possible to make an animated/static prop use an effect, like the lightning? Because that would probably solve all your problems...
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FragMe!
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Re: Lightning Door
A good example of a there not there damage region and effects is the the turbine generator on Tantive IV. It actaully attaches the effect as damage effects of which you can have many.
Damage is set to start at 100 and once it goes below 80 percent damage the effect goes away.
Damage is set to start at 100 and once it goes below 80 percent damage the effect goes away.
- StarkillerMarek
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Re: Lightning Door
That would probably to do what I wanted. My real problem is still settin up the effect. There's a lot of stuf that goes into an effect file, and I have literally no experiece with setting up effects.
