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 [résolu]Low Health Effects

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Glitch
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PostSubject: [résolu]Low Health Effects   5/31/2012, 7:20 pm

I've seen a few mods with battle droids that emit smoke and electricity when they are badly damaged. What changes would I have to make to the odf files in order to create that effect?



Last edited by Glitch on 8/26/2012, 3:13 am; edited 1 time in total
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Icemember
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PostSubject: Re: [résolu]Low Health Effects   5/31/2012, 8:13 pm

Alot of the effects can be found here: C:\BF2_ModTools\data_ABC\Common\effects

Place your choosen effects here: C:\BF2_ModTools\data_ABC\Sides\ABC\effects
Most times you dont really have to place them there unless you renamed them.

Attach an effect by odf.

Example odf
---------------------------------------------
AttachEffect = "effectname"

SoundProperty = "com_amb_fire"
AttachToHardPoint = "hp_fire"
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PostSubject: Re: [résolu]Low Health Effects   5/31/2012, 10:31 pm

What odf should I be adding it to? cis_inf_default?

And how would I tell it to activate at low health?

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PostSubject: Re: [résolu]Low Health Effects   5/31/2012, 11:23 pm

If you want the effect to appear for everybody on the side, then add it to the abc_inf_default.
If not then add it to each units individual odf file.

Add this to your odf files
-----------------------------------------------------------------
DamageStartPercent = 80.0 <--------------------------how much damage is needed before the effect starts
DamageStopPercent = 50.0 <--------------------------How much damage is needed before the effects stops
DamageEffect = "com_sfx_vehiclespark" <-------effect name
DamageEffectScale = 1.5 <-------------------How big the effect is
DamageInheritVelocity = 0.5 <----------------How fast the effect plays
DamageAttachPoint = "hp_damage_4" <------------name of hardpoint the effect is attached too

Also to help you, you should look at the odf assets here: C:\BF2_ModTools\assets\sides
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PostSubject: Re: [résolu]Low Health Effects   5/31/2012, 11:35 pm

Awesome, thanks so much Icemember! I'll let you know how it turns out.
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PostSubject: Re: [résolu]Low Health Effects   6/1/2012, 12:38 am

DamageAttachPoint = "hp_damage_4"

The effect appears at the feet of the unit. What attach point should I use to position the effect near the waist of the unit?
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PostSubject: Re: [résolu]Low Health Effects   6/1/2012, 2:25 am

That was only an example. You have to use actual points that exist on the model you are using. There's a list of bones somewhere out there that you can you use. In your case here, you would want to attach the effect to bone_pelvis.
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PostSubject: Re: [résolu]Low Health Effects   6/1/2012, 4:31 pm

After attaching it to the pelvis it worked fine when walking, running, or jumping. The only issue is when you roll it does not stay in place.



Is there a way to fix this? Or should I use an effect that's not as consistent and obvious like smoke or sparks?
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PostSubject: Re: [résolu]Low Health Effects   6/1/2012, 6:53 pm

Try attaching it to the ribcage
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PostSubject: Re: [résolu]Low Health Effects   6/1/2012, 10:45 pm

Changed the location to ribcage, same problem. Maybe there's no solution to it, I could always try adding a smoke or spark effect instead I suppose.
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PostSubject: Re: [résolu]Low Health Effects   6/2/2012, 4:08 pm

I'll just keep electricity at 30% health. Now is there a way to add more than one effect? Both at different health points?
(Is there a tutorial on SWBF Custom that explains how to mod weapon effects such as smoke and fire when lasers hit objects?)
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PostSubject: Re: [résolu]Low Health Effects   6/2/2012, 9:09 pm

You would add more damage information to your odf.

Example
-------------------------------------DamageStartPercent = 60.0
DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "bone_thigh"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_thigh"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_thigh"

Use Particle Editor that comes with the modtools to create or edit exsisting effects.
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PostSubject: Re: [résolu]Low Health Effects   6/3/2012, 2:08 pm

Awesome thanks!

Icemember wrote:
Use Particle Editor that comes with the modtools to create or edit exsisting effects.

It keeps saying cannot read common.lvl cannot read core.lvl and then it crashes saying Test1 Module has stopped working. (Do I need to place ParticleEditor.exe somewhere else?)

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PostSubject: Re: [résolu]Low Health Effects   6/3/2012, 10:23 pm

Theres 3 mothods to get it running.

method 1) Copy the ParticleEditor.exe to this location and try to run it from there: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC

It will also say can't find common.lvl, but it should work.
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