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Jedi Academy turned 20 this year! We celebrated in a ton of different ways: mod contest, server event, podcast, etc. Thank you to all who have been a part of this game for the last two decades. Check out the anniversary content!

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This game turned 20 years old this year, and it is still one of the greatest Star Wars games of all time. If you're new or returning from a long hiatus, here are the basics of getting started with Star Wars Jedi Knight Jedi Academy in 2023.

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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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