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This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. From mods to art to troubleshooting help, we probably have it. If we don't, request or contribute!

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Summer Mod Contest Winner

The votes came in and the winner is SephFF and mjt's Costa del Sol! Take a trip to this sunny vacation spot and enjoy the rays and waves. Join Kyle for a drink, venture into the sky for some flying or dive deep for some scuba diving with the local aquatic life!

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The Mandalorian mod contest results

Our Mandalorian-themed mod contest had a good turnout with great submissions. The winner is Doughnuts' Din Djarin playermodel!

Amazing job to all involved!

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How to create a shockwave saber with knockback


Asgarath83

This is a simple tutorial. It explains how to make a saber with a shockwave attack when the saber hits the ground.

 

okay this is my little tutorial:

1 - You Need Jedi academy patched to 1.01 version but this is obvious.

2 - Make a sword or lightsaber

3 - Make a BladeEffect, BlockEffect, and the HitPersonEffect, HitOtherEffect, 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: a magical effect, blade has no Glow of flash so is not visible the energy blade or the trail of a lightsaber, this makes just a particle effect like "bladeeffect".

 

The blade model is Empty, and contains Only the tag_blade1, No other. So practically it's a simple tag with an invisible damage trail.

 

How it works:

hitting an enemy: the enemy is damaged and stunned.

hitting a surface: the blade smashes a shockwave of Force Repulse, something like force unleashed, every time you hit a wall or ground, the blade makes it NOT WORK with stabbing.

 

if you pay attention, you see there aren't set hitsound1-2-3, blocksound1-2-3 and bouncesound1-2-3

this because it has more efficient emitting sound with the effects.

You can do this, simply add something like this in your efx file after making the effect .

 

Sound

{

cullrange 150 <- distance of earshot

 

sounds

[

sound/weapons/glyph/fireimpactbody2.mp3

sound/weapons/glyph/fireimpactbody3.mp3

sound/weapons/glyph/fireimpactbody4.mp3

]

}<- for every effect produced, the engine produces the fireimpactbody2.mp3 OR the fireimpactbody3 OR the fire impactbody for... in random mode!

 

This is my first tutorial and I want to share a lot of my modding knowledge with others. I hope people enjoy.

 

And now, go create your magical sword. You can do every kind of blade: fire, water, light side, dark side... Every kind do you want to do, every damage you want to set. There is no limit to the imagination. Pity there is not a command or function for making a poison saber that does damage like the interrogator droid. If someone knows how to do that please contact me in a private message.

Also, if someone knows how to produce a knockback efx, NOT in the impact on the ground, but with Katamove and custom animations... I think can be done with animevent... pity the effect in that case CAN'T produce the wave of damage and knockback but just the graphical appereance.


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