Asgarath83 Posted October 23, 2013 Posted October 23, 2013 This is a simple tutorial and i hope some admin \ mod can put in the tutorial section.That's explain how to make a saber with a shockwave attack when saber hit groundand i have an IMPORTANT QUESTION about that: okay this is my little tutorial:- Need Jedi academy patched to 1.01 version but this is obvious.- Make a sword.- Make a BladeEffect with effect editor, new sounds, shaders etc etc,.Create a sab file like that. glyph1 <- your name{ name "Glifo della Forza" <- your own name of the saber saberType SABER_CLAW saberModel "models/weapons2/Glyph1/glyph1.glm" <- your own glm model of the blade.// You need to change that's parts with your own sound. soundOn "sound/weapons/glyph/forcedraw.mp3" soundLoop "sound/weapons/glyph/forcecharge.wav" soundOff "sound/weapons/glyph/forcedown.mp3" g2MarksShader "gfx/damage/rivetmark" noManualDeactivate 1 saberStylelearned dual saberStyleForbidden fast saberStyleForbidden desann saberStyleForbidden tavion saberStyleForbidden medium saberStyleForbidden strong saberStyleForbidden staff saberLength 5 saberRadius 10 disarmable 0 NotInMp 1 throwable 0 blockEffect "glyph/forceimpact.efx" bladeEffect "glyph/forcehand.efx" hitPersonEffect "glyph/forceimpactbody.efx" hitOtherEffect "glyph/force.efx" <- this is the shockwave effect trailStyle 2 noClashFlare 1 noBlade 1 noDlight 1 noIdleEffect 1 oninwater 1 noWallMarks 1 BounceOnWalls 1 <- is very important parameter. maxChain 0 kataMove LS_SPINATTACK_ALORA PutAwayAnim BOTH_ALORA_SPIN_SLASH drawAnim BOTH_ALORA_SPIN_SLASH readyAnim BOTH_SABERDUAL_STANCE lungeatkmove LS_SPINATTACK_ALORA jumpatkfwdmove LS_SPINATTACK_ALORA AnimSpeedScale 0.85 spinSound "sound/weapons/glyph/forceswing1.mp3" swingSound1 "sound/weapons/glyph/forceswing.mp3" swingSound2 "sound/weapons/glyph/forceswing2.mp3" swingSound3 "sound/weapons/glyph/forceswing3.mp3" damagescale 0.1 <- my sword just make repulsing of enemy, but if yu want enemy be damage by hittid yu need simply to change value. 1 is a normal lightsaber dmg. knockbackscale 0.5 <- amount of knockback intensity splashRadius 750 <- range of knockback in map units splashKnockBack 750 <- is a very huge knockback. SplashDamage 0 <- yu can set the dmg of shockwave changing this value NOTE: dmg is variable by distance. if yu set 20: enemy close player make 20 Hit point, and enemy more distance make lower damage... forcerestrict FP_PROTECT noDismemberment 1} Okay, the effect of this blade is: is a magical effewct, blade has not the Glow of flash so is not visible the energy blade or the traylstale of a lightsaber, i making just a particle effect like bladeeffectthe blade model is Empty, contain Only the tag_blade1, No other. so pratically is simply a tag with an invisible dmg trails. how work:hitting an enemy: the enemy be dmg and stunned.hitting a surfaces: the blade smash a shockwave of Force Repulse, something like force unleashed, every time yu hurt a wall or a ground, the blade making thatNOT WORK with stabbing. So i ask:- how is possible to working this WHEN THE BLADE HIT AN ENEMY. i need... the shockwave. NOT emitted by hit on a wall, but by the Katamove, like A1_SPECIAL, A2_SPECAL etc. animation that yu can do with mouse 1+2 mouse or saber attack + alt attack.. it's possible to know how to do that? really, i need for my mod.- i supppose is possible to create an animevent.cfg for the model of the character that holding the blade and setting an animation and a frame of the character that make the wave effect.... but this NO product the damage or the knockback. so if someone know how is possible to obtain a shockwave without hitting a wall with a sword, please, can teach me how to do? O.o Hint: is possible to make a saber that make the shock wave only every a tot amount of enbemy killed example: one shock every ten enemies? i suppose is possible to make a similar thing making 2 version of sab file one with the shockwave and the other with no shockwave parameters. and after making that:on start of level: Set a script that declayire a value "saberwave"set this value on 0 so you make a map, and set every enemy with an deathscript keyin the deascriprt, the value of saberwave gain +1 so, on the inizial script, you make that's line:if "saberwave" value is 10...Affect playerset saber : (name of the saber with the shockwave)wait 20000set saber (name of the nornal saber without shockwave)Set saberwave value count to 0and so the cycle can restart. result: this script can make that the saber making charging power by the death of the enemies in a Single player battle.when enemy killed reach a value, i can give you an example of a similar working script showing a script of t1_danger that i edited for the mod: is the script of the four item of part of ship to find avoind sandcreature for fixing the ship.look how working: pratically when the player find an item, can use some force power until he set item on its place. on the t1_danger weapons1 script:declare ( /*@DECLARE_TYPE*/ FLOAT, "fPiecesPlaced" );set ( "fPiecesPlaced", "0" ); the piece_pickup script://Generated by BehavEdrem ( "Picked up one of the ship pieces." );sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/interface/pickup_battery.md3" );wait ( 1000.000 );declare ( /*@DECLARE_TYPE*/ FLOAT, "num" );set ( "num", $get( FLOAT, "SET_PARM1")$ );affect ( "player", /*@AFFECT_TYPE*/ FLUSH ){ set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "num")$ ); if ( $get( FLOAT, "num")$, $=$, $1$ ) { use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return1" ); task ( "earthdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak010.mp3" ); } dowait ( "earthdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT_FAST" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/earth_Reaver/earthreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.600 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 1200.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" ); } if ( $get( FLOAT, "num")$, $=$, $2$ ) { use ( "piece1_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return2" ); task ( "firediag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak011.mp3" ); } dowait ( "firediag" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/fire_Reaver/firereaver1.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 0.250 0.250 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" ); } if ( $get( FLOAT, "num")$, $=$, $3$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return3" ); task ( "airdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak012.mp3" ); wait ( 7000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/comment6.mp3" ); } dowait ( "airdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/air_Reaver/airreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 450.000 ); } if ( $get( FLOAT, "num")$, $=$, $4$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "activate_return4" ); task ( "waterdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak008.mp3" ); } dowait ( "waterdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/water_Reaver/waterreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); }} the piece_returned script: //Generated by BehavEdrem ( "Picked up one of the ship pieces." );rem ( "The first item." );if ( $get( FLOAT, "SET_COUNT")$, $=$, $1$ ){ set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece1_ship_fake" ); use ( "piece1_ship_real" ); use ( "piece2_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ1" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/speed.mp3" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "0" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { task ( "end1" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } do ( "end1" ); } }}rem ( "The second item." );if ( $get( FLOAT, "SET_COUNT")$, $=$, $2$ ){ set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece2_ship_fake" ); use ( "piece2_ship_real" ); use ( "piece1_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ2" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/absorb.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end2" ); task ( "end2" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "cure")$ ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } }}rem ( "The third item." );if ( $get( FLOAT, "SET_COUNT")$, $=$, $3$ ){ set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece3_ship_fake" ); use ( "piece3_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ3" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/downpower.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end3" ); task ( "end3" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 750.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } }}rem ( "The fourth item." );if ( $get( FLOAT, "SET_COUNT")$, $=$, $4$ ){ set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece4_ship_fake" ); use ( "piece4_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece3_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ4" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/rage.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 0.250 0.250 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "2" ); wait ( 1000.000 ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end4" ); task ( "end4" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } }}
Circa Posted October 23, 2013 Posted October 23, 2013 You can upload it to the tutorial section yourself. Asgarath83 likes this
Asgarath83 Posted October 23, 2013 Author Posted October 23, 2013 uh, okay, but before i do that i have another question, because i am sharing my knowledge, but also i am here for learning. so - it's possible to create 2 special kind of saber:?- a saber that making poison and gradual dmg like interrogater droid when hit an enemy.- a saber that making a inverse shockwave. i tryed to set the splashknockback on negative values, but is not function.there is a way for creating by saber way a "force pull circular wave"? soi enemy can actract all on the player? XDshould be very fun lol XD ) .
Kreed Antilles Ordo Posted October 23, 2013 Posted October 23, 2013 Wow, I would love to make this kind of saber to use!
Asgarath83 Posted October 23, 2013 Author Posted October 23, 2013 Hint: i discover an interess thing: you can avoid to set hitsound1-2-3, blocksound1-2-3 and bouncesound1-2-3if yu get the sound directly emitted by the Effect of hit, block and bounce. You can do this simply Add something like this in your efx file after you making the effect . Sound{ cullrange 150 sounds [ sound/weapons/glyph/fireimpactbody2.mp3 sound/weapons/glyph/fireimpactbody3.mp3 sound/weapons/glyph/fireimpactbody4.mp3 ]}
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