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Question about saber trails, mainly script/code


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What I'm basicly trying to find out is if it is possible to have a specific sword model use the blur trail without doing it through the console and changing it for all sabers/swords? I haven't tried recently but back when I made it a few things I tried through the .sab file didn't work. I just want this 1 sword to use that trail style.

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Tried it, no worky, here's my .sab file...

 

soul_reaver
{
name "Soul Reaver"
saberType SABER_SINGLE
saberModel "models/weapons2/soul_reaver/soul_reaver.glm"
soundOn "sound/weapons/sword/draw1.wav"
soundOff none
soundLoop "sound/null.wav"
spinsound "sound/weapons/sword/spin.mp3"
swingSound1 "sound/weapons/sword/swing1.mp3"
swingSound2 "sound/weapons/sword/swing2.mp3"
swingSound3 "sound/weapons/sword/swing3.mp3"
fallSound1 "sound/weapons/sword/fall1.mp3"
fallSound2 "sound/weapons/sword/fall2.mp3"
fallSound3 "sound/weapons/sword/fall3.mp3"
hitSound1 "sound/weapons/sword/stab1.mp3"
hitSound2 "sound/weapons/sword/stab2.mp3"
hitSound3 "sound/weapons/sword/stab3.mp3"
saberLength 44
noWallMarks 1
noBlade 1
noClashFlare 1
trailStyle 2
noDlight 1
// bounceOnWalls 1
}

 

Could anything interfere with this? No mods to saber effects, just some sound changes and I took the time to export working broken sabers for SP.

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Might be a ja+ feature then? What mod where you testing with?

 

Here is a .sab i used to use which certainly had a working trail:

CCP4_mug-1
{
name "^3Cosmos ^7- ^3MUG ^7I"
saberType SABER_SINGLE
saberModel "models/weapons2/buster_ff12_if/buster.glm"
soundOn "sound/weapons/blade/swing1.mp3"
soundLoop none
soundOff "sound/weapons/blade/swing2.mp3"
saberLength 40
noDlight 1
noBlade 1
noIdleEffect 1
noWallMarks 1
trailStyle 2
idleInBack 2
saberColor random
hitPersonEffect "blade/hitperson.efx"
g2MarksShader "gfx/damage/bloodcutmark"
g2WeaponMarkShader "gfx/effects/bloodsplat"
hitOtherEffect "sparks/spark.efx"
blockEffect "sparks/spark.efx"
spinsound "sound/weapons/blade/spin.mp3"
swingSound1 "sound/weapons/blade/swing1.mp3"
swingSound2 "sound/weapons/blade/swing2.mp3"
swingSound3 "sound/weapons/blade/swing3.mp3"
fallSound1 "sound/weapons/blade/fall1.mp3"
fallSound2 "sound/weapons/blade/fall2.mp3"
fallSound3 "sound/weapons/blade/fall3.mp3"
hitSound1 "sound/weapons/blade/slash1.mp3"
hitSound2 "sound/weapons/blade/slash2.mp3"
hitSound3 "sound/weapons/blade/slash3.mp3"
blockSound1 "sound/weapons/blade/block1.mp3"
blockSound2 "sound/weapons/blade/block2.mp3"
blockSound3 "sound/weapons/blade/block3.mp3"
bounceSound1 "sound/weapons/blade/bounce1.mp3"
bounceSound2 "sound/weapons/blade/bounce2.mp3"
bounceSound3 "sound/weapons/blade/bounce3.mp3"
}

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hmm well, as far as I know, that .sab line is base, so I have no idea why that isnt working...sure you havnt got conflicting .sabs or something? Try a clean base folder?

 

Potentially the lugor server could be interfering somehow? Not sure.

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Potentially the lugor server could be interfering somehow? Not sure.

Serverside mods don't touch the trail (or any kind of weapon effect period). They can do some funky things with the functions of guns though (the rocket luancher's homing alt fire is completely server side)

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When I use trailStyle 1 I just get the usual sword trail, I guess I'll just have to overwrite the trail effect with the blur one to make it work only for this model.

..trailStyle 1 should be a saber trail, rather than a sword one...

 

That's a different problem all together. That was Malkav hoping to use a completely custom trail without overwriting the originals.

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T-This... THIS IS BIZZARE!

I don't know what is going on. I tried to apply it to my guardian sab (three files 0 1 2) as first sab i found. Then it crashed my JKA with trailStyle. But I changed saber names and it worked. Well JKA at leas, cos trailStyle didn't.

But then I noticed it ignores all my new anims (yes they actually work) deleted trailStyle line form ONE of the sabers. It crashed my JKA again -,- .

 

ITs sleep time, but I;m going to think of something tomorrow. I was sure I used this before and it worked... In Realistic tusken staff if I remember right.

So please wait till tomorrow I will came up with something.

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I've given up on it for now since the priorities of some character models are becoming more important. It's in game and working like most other swords.

 

While I'm here, anyone know anything about attaching effects like how the sith sword uses the red lightning? Heard that effect can be recreated in MP but I could be wrong.

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