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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