Lightsaber explosions -1 reply

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Darth_Vader_00M_9

As a Rebel said "Die die die!"

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18th November 2006

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#1 12 years ago

How do you go about adding a "lightsaber Smash/explosion" on lukes sprint attack




Darth_Vader_00M_9

As a Rebel said "Die die die!"

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18th November 2006

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#2 12 years ago

It must be possible




Fiminopter

Check the appropriate box

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21st January 2006

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#3 12 years ago

Well, you'd have to edit the animation files. I'm not a real expert at that... But, all the animations are here: C:\BF2_ModTools\assets\Animations\SoldierAnimationBank And you'd need to place them (rename, organize then munge) here: C:\BF2_ModTools\data_MAP\Animations\SoldierAnimationBank I know this doesn't really help much, but I've never succesfully edited the animations.




vf501

3D Modeler, and Animator

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4th June 2007

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#4 12 years ago

Make your saber explosion odf file, the add

ExplosionName = "name of your odf here" to luke's lighsasber.

Take the file I attached and rename the extension .combo and replace the luke combo in your ModID(your project)/side/all/odf folder with it.

Take a look at the area for the Dash attack to see what I added to set the explosion to play.




Darth_Vader_00M_9

As a Rebel said "Die die die!"

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18th November 2006

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#5 12 years ago

Can't get to work, I'm using mace's explosion would that need editing?




vf501

3D Modeler, and Animator

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4th June 2007

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#6 12 years ago

The explosion effect used by mace is only good for ground based attacks. Use a different effect for ascetic reasons.

Rename the mace explosion to what ever us want but keep the ***_***_exp.odf format. Then go in and change the effect to what you desire. Now go to the odf for lukes lightsaber and add

ExplosionName = "name of your explosion odf here"

This used with that .combo file I gave you should play the explosion when your dash attack hits.




SlugMantheAlmighty

Aka Snork

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3rd February 2007

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#7 12 years ago

Actually, it can work I'm pretty sure.

} State("JUMPATTACK_LAND2") { Posture("Stand"); Attack() { AttackID("Earthquake"); DamageTime(0, 6, "Frames"); DamageLength(1.5); DamageWidth(0.5); Damage(0); } Animation("jumpattack_land") { AimType("FullBody"); //SyncType("jumpattack_land", "ByTime"); BlendInTime(0.00); BlendOutTime(0.20); } EnergyRestoreRate(0.0); [COLOR=red]PlayExplosion();[/COLOR] AnimatedMove(); InputLock("All"); }

This is from maces combo file. I've highlighted my reason of thinking this. If you just put that line under the appropriate spot of Luke's Combo file in the state Dashattack2 (I think) and you have already created an explosion and sourced it in the lightsaber ODF Luke is using, it should indeed work. EDIT: Woops. Sorry. I didn't see Vf's post.