Clan FJA Posted July 7, 2015 Posted July 7, 2015 Hello ! In .sab files, we can put effects on the blade (with BladeEffect "..." ) can we put an effect to a npc file ? (for example to add a flame effect to a npc, like he is burning).
Ramikad Posted July 7, 2015 Posted July 7, 2015 With some coding, maybe, though I'm not an expert. However you can modify animevents.cfg so that an effect is played on a certain tag at a certain frame.
Asgarath83 Posted July 28, 2015 Posted July 28, 2015 Erh, not without coding. you can check the force heal \ rage code about engine displaying the rage \ healing effects. but you need really to create a New npc class that got this characteristic.i not know how do it on code. i am sorry.
NumberWan Posted July 28, 2015 Posted July 28, 2015 I thought it was a question more about shaders. I mean, you make a texture, right a shader with an effect to be applied on it. Fire flames for instance. I've never tried this, but theoretically it could work... Keyten likes this
Keyten Posted July 31, 2015 Posted July 31, 2015 Also you can make invisible saber with effect and change animation to set the saber position to bone you need. P.S. SP, MP? In current JA++ you can spawn effects and attach it to any player's bone. Asgarath83 likes this
Tempust85 Posted July 31, 2015 Posted July 31, 2015 Or you can go old skool and use an animated shader on a planar mesh.
Clan FJA Posted July 31, 2015 Author Posted July 31, 2015 thanks you all for your answers I think I will create invisible npcs ( test.npc ) with an invisible saber which has a bladeeffect. The goal was to have 3 or 4 spawnable effects like in clanmod, makermod or ja++. It's for a RP. I don't know coding so I can't add a "addeffect" command to the game (and it needs to add an admin system, I don't want that). And I don't need all effects. Just 2 or 3. Asgarath83 likes this
Ramikad Posted July 31, 2015 Posted July 31, 2015 I think I will create invisible npcs ( test.npc ) with an invisible saber which has a bladeeffect. Use with caution, in my tests I didn't really get appreciable results.
Asgarath83 Posted August 5, 2015 Posted August 5, 2015 remember: set the count of primitives spawn of effect to 1 1 not more.why i teel you? why for personal experience, the bladeeffect is different by blockeffect and hitotherefx.bladeeffect will be spawn Every.Single.Frame of game. so if you set 1 1 to the particles you get however an amount of thirty or sixty particles for second. (30-60 frames for second of speed running of the game)so, be careful about count value of the particles, or you can make a very heavy effect that can burn the eyes of players, and also slowing the map for the massive primitive displaying.keep ever light the count value when you make an effect.i suggest you for blockeffect and hitothereffect to not make more of 10 primitives max spawning . blockeffect and hitothereffect are played only in locks of saber on when saber hit the walls (if the bounceonwalls 1 is enabled on SAB file), and they are triggered only in 1 frame.for hitpersoneffect, i warning you to not make a massive particles count efx because is triggered every frame that the blade hit the flesh of enemies. so be careful about bladeeffect and hitpersoneffect Load of Primitives. @@Clan FJAAlso you can make invisible saber with effect and change animation to set the saber position to bone that you need. P.S. SP, MP? In current JA++ you can spawn effects and attach it to any player's bone.Ehi Keyten, i know this tecnique because i use also in my mod, but how is possible to tag the saber position to a specific tag bone only for a specific NPC instead of default bolt_ l_hand \ bolt_r_hand tags without moving these tags into the Model project on blender \ 3dmax ? D:
Clan FJA Posted August 5, 2015 Author Posted August 5, 2015 Thank you.I will just use some base effects : flames and others.
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