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Old 11-14-2010, 04:43 PM   #81
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^^Agreed! I have to say I'm so impressed by how natural it looks -- that's some professional quality animation Ӄhrizby.

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Old 11-14-2010, 04:50 PM   #82
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Amazing Job!!!

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Old 11-14-2010, 05:19 PM   #83
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Woah!!! That was really nice, it looked very professional .





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Old 11-15-2010, 07:18 PM   #84
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Quote:
Originally Posted by Ӄhrizby View Post
I had a little trouble before, aka I accidentally messed up and forgot to save first So it took a little while to catch back up, but here's a video that shows at least the first attack, the claw attack.
That's too bad that you lost some work Was it the tail whip that you lost? Oh well, at least that single claw swipe looks good for the basic attack .



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Old 11-15-2010, 08:06 PM   #85
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Originally Posted by redrob41 View Post
That's too bad that you lost some work Was it the tail whip that you lost? Oh well, at least that single claw swipe looks good for the basic attack .
Yeah, I still have an earlier version of the tail whip but I'll need to fix it. So far, I only see a way to put two attacks, two dodges, and two hits on, so I'll have to figure how to add power/critical/flurry etc. in if I can.

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Old 02-18-2011, 01:42 AM   #86
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New Mod: Flame Sword

Hey everyone, as far as the drexl goes I've gotten it working fairly well, but that's actually not what I'm here to post about. I've had an idea for a while, and I'm sure it's been thought of before but I hadn't seen it actually done and I decided to take a bit of time and do it. This idea is a flaming sword, and I'm pretty happy with how it turned out, let me know what you all think.

Show spoiler

Show spoiler

Show spoiler

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Old 02-18-2011, 01:44 AM   #87
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Nice flame sword! looks cool.

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Old 02-18-2011, 01:51 AM   #88
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Originally Posted by Viado Onasi View Post
Nice flame sword! looks cool.
Thanks!

The sword itself probably isn't a final version, I just whipped it up to go with the blade. The flame turns off when it's not in use and it just looks like a sword, and when you enter combat flares up again like a lightsaber. The problem is, it still sounds like a lightsaber too.. lol

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Old 02-18-2011, 05:35 PM   #89
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The blade of the sword looks rather thin. Maybe you could thicken it a little? Other than that, I LOVE the flame sword.



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Old 02-18-2011, 07:19 PM   #90
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Dude, that's awesome. Do you mind saying how you did it?
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Old 02-18-2011, 08:10 PM   #91
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I'd love to see a video of the flaming sword in action!




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Old 02-18-2011, 10:41 PM   #92
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Quote:
Originally Posted by LordDeathRay View Post
The blade of the sword looks rather thin. Maybe you could thicken it a little? Other than that, I LOVE the flame sword.
You're right, but the blade is actually the same as the regular blade in the game, I think it shows up that way because the flame isn't transparent at all, I should fix that, thanks!

Quote:
Originally Posted by Drewton View Post
Dude, that's awesome. Do you mind saying how you did it?
Thanks. I pretty much relied on the mdlops replacer feature, and made new blades and a hilt, and replaced everything.

Quote:
Originally Posted by Sith Holocron View Post
I'd love to see a video of the flaming sword in action!
Sure, I just uploaded a video, take a look,
Show spoiler

but sorry for the horrendous quality, if there's anyone out there who can and wants to make a better video PM me.

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Old 02-21-2011, 04:30 PM   #93
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The sword looks really cool! The only way you could make that cooler would be to use a custom model

Also I was just old thread lurking because I was bored and stumbled across something that may be of some help to you...

Quote:
in baseitems.2da, the weaponmattype defines the weapon's sounds to use. By changing it '2', I was able to make the saber sound like a sword
So you could just change it to a sword sound or maybe even the flamethrower sound? I don't know, I just remembered your sword after I read that. Anyway I'm excited to see how it ends up.

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Old 02-21-2011, 06:54 PM   #94
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Quote:
Originally Posted by Dak Drexl View Post
The sword looks really cool! The only way you could make that cooler would be to use a custom model
I just used the modified sword to see if it would work, I was planning on making a better model Actually, I was thinking of making it into a Velmorian Flamesword, like the one used by Jax Pavan. There doesn't seem to be any pictures though, so I'll just have to go on the basic description.
Quote:
Originally Posted by Dak Drexl View Post
Also I was just old thread lurking because I was bored and stumbled across something that may be of some help to you...

Quote:
in baseitems.2da, the weaponmattype defines the weapon's sounds to use. By changing it '2', I was able to make the saber sound like a sword
So you could just change it to a sword sound or maybe even the flamethrower sound? I don't know, I just remembered your sword after I read that. Anyway I'm excited to see how it ends up.
Oh, I wondered if there was some way to do that, that's very helpful, thanks a lot!


Last edited by Ӄhrizby; 02-21-2011 at 07:23 PM.
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Old 02-23-2011, 05:45 AM   #95
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the problem is is that it reflects blaster fire :/
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Old 02-25-2011, 09:44 PM   #96
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Quote:
Originally Posted by bendarby24 View Post
the problem is is that it reflects blaster fire :/
Yeah, I know I'll have to work on that.. I wonder if it'd work to just have the weapon restrict your blaster deflection skills?

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Old 02-26-2011, 02:31 PM   #97
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Quote:
Originally Posted by bendarby24 View Post
the problem is is that it reflects blaster fire :/
I think that you can do this possibly through Baseitems.2da. I would make a new baseitem if you haven't already, then use the lightsaber one for your template, but try seeing what replacing some of the fields with the sword field numbers does. I've messed a lot with this in the past, mainly with blaster models, but you can usually get it to do what you want it to do.



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Old 12-24-2011, 12:59 PM   #98
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So, long time no post again. College has kept me busy, but I'm back for break at least!

I know this is completely unrelated to anything I've been doing, but I was working on a fun little mod for k1 today. You know the instruments the bith play in cantinas and stuff? I know you can use them as blaster pistols and all, but that just doesn't fit to me, so I made them new items as a sonic weapon, that plays music and shoots music notes along with the sonic 'rings'. I'll try to get some screenshots up soon.

And also, Merry Christmas, everyone!

EDIT: Alright, got most of it finished up I think and some screenies. But first, some info. I have all four instruments the Bith had; The sax/guitar (depending on what file you look at), the clarinet, the trombone, and the accordian. However, I didn't think that was very Star Wars-like, so I looked up some star wars music instruments and matched them as closely as I could. They're not perfect, but the best I could do. If anyone knows any more accurate instruments for them please do let me know. Anyways, they are now the chidinkalu, the kloo horn, the slitherhorn, and the bandfill, respectively. I know the last one's a stretch, but no more than 'accordian' They have various music related ammo, and play music clips when fired.

Some visuals:
Show spoiler

Chidinkalu (Bith Sax/Guitar)
Show spoiler

Show spoiler

Kloo Horn (Bith Clarinet)
Show spoiler

Show spoiler

Slitherhorn (Bith Trombone)
Show spoiler

Bandfill (Bith Accordian)
Show spoiler

Show spoiler

All I can think of that needs done is adding attributes, and it'd be nice if I could make my own on-hit properties, then I could make the enemies break out in dance or something! Anybody know if new on-hit's are possible?? Edit: I figured this out! Now they have an attribute just like stun, but dancing! Through a very roundabout way of scripting....

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Old 12-24-2011, 01:04 PM   #99
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That is unbelievably cool! How did you make the custom effect? Because it looks excellent!



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Old 12-24-2011, 01:07 PM   #100
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That's awesome! Great job, now all evil doers shall face the power of music and dance.


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Old 12-24-2011, 01:10 PM   #101
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Wow, that is cool. When its released, going to download ASAP.


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Old 12-24-2011, 01:14 PM   #102
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Quote:
Originally Posted by Darth InSidious View Post
That is unbelievably cool! How did you make the custom effect? Because it looks excellent!
Thanks! It took lots of texturing, animated textures, and .2da editing lol.. I think the ammunition alone takes around 20 files in the override to make!

Quote:
Originally Posted by MrObiWan View Post
Wow, that is cool. When its released, going to download ASAP.
Glad you like it!

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Originally Posted by Fallen Guardian View Post
That's awesome! Great job, now all evil doers shall face the power of music and dance.
Haha thanks

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Old 12-24-2011, 01:49 PM   #103
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That's crazy. I love it.


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Old 12-24-2011, 01:59 PM   #104
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Originally Posted by JCarter426 View Post
That's crazy. I love it.
You helped, thanks again!

Okay, so it's hard to see in screenshots, but here's some pics of the dance effect:
Show spoiler
Show spoiler
Show spoiler

I promise, he really is dancing.

Another thing I neglected to mention, I made storylines for getting the items, the first one that I have done is from a Bith in the Manaan cantina, where there's no band.
Show spoiler

Show spoiler

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Old 12-24-2011, 02:02 PM   #105
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They say "Music calms the savage beast". Very cool!
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Old 12-24-2011, 02:10 PM   #106
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Originally Posted by Warrior Master View Post
They say "Music calms the savage beast". Very cool!
Very true, thanks!

I almost forgot, I made copies of the weapons but called them 'broken', they're melee versions of the instruments, in case you feel the need to beat some Sith with a musical instrument. Not nearly as exciting as the main instruments but I figured I'd include them.
Show spoiler

Show spoiler

Show spoiler

In this one Trask has the melee version, and the PC has the ranged. Just to show the dual-weilding.
Show spoiler

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Old 12-24-2011, 02:15 PM   #107
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Could this be connected to the "Twisted Rancor Trio", you know the band's holograms you find in the Lower City Apartments on Taris which band where supposed to perform for Davik?


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Old 12-24-2011, 03:49 PM   #108
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Quote:
Originally Posted by Slstoev View Post
Could this be connected to the "Twisted Rancor Trio", you know the band's holograms you find in the Lower City Apartments on Taris which band where supposed to perform for Davik?
I hadn't thought of that, good idea!

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Old 12-24-2011, 04:17 PM   #109
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The slitherhorn was "common among jizz bands"? Tell me what's wrong with this sentence.

The screens look great, and I would like first grabs at beta testing (if there is one).



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Old 12-24-2011, 04:17 PM   #110
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What a crazy but likable!
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Old 12-24-2011, 04:25 PM   #111
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Quote:
Originally Posted by LordDeathRay View Post
The slitherhorn was "common among jizz bands"? Tell me what's wrong with this sentence.

The screens look great, and I would like first grabs at beta testing (if there is one).
Haha I wondered if that'd be brought up, but hey, I can't let modern culture get in the way of Star Wars canon, it's just music people!

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Old 12-27-2011, 11:54 PM   #112
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Does anybody know how to make enemies attack each other during a conversation? Like when you first enter the lower city and watch the gang fight? When I just run a script with an attack command the attack cuts off the conversation and it doesn't continue.

Thanks for any help.

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Old 12-28-2011, 03:58 AM   #113
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you mean, like Vaklu and the Queen fighting each other?

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Old 12-28-2011, 09:09 AM   #114
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There's a CutsceneAttack function that is supposed to let you have complete control over the animations, attack result, and damage for each round, but I have never managed to get it to work. I eventually gave up because I wasn't actually making a cutscene, I was just recording stuff. However... I'm pretty sure you need to pause the conversation during any attack of any kind (if the attacker or attacked are involved in the conversation).
Code:
ActionPauseConversation();
And then resume it when that's done.
Code:
ActionResumeConversation();
And I don't believe I did this during my attempts with CutsceneAttack, not knowing this at the time. Here's the source code for that function if you want it:
Code:
// 503: CutsceneAttack
// This function allows the designer to specify exactly what's going to happen in a combat round
// There are no guarentees made that the animation specified here will be correct - only that it will be played,
// so it is up to the designer to ensure that they have selected the right animation
// It relies upon constants specified above for the attack result
void CutsceneAttack(object oTarget, int nAnimation, int nAttackResult, int nDamage);
Here are the attack results:
Code:
int ATTACK_RESULT_INVALID               = 0;
int ATTACK_RESULT_HIT_SUCCESSFUL        = 1;
int ATTACK_RESULT_CRITICAL_HIT          = 2;
int ATTACK_RESULT_AUTOMATIC_HIT         = 3;
And the animations are in animations.2da. combatanimations.2da explains which animations go with which, in case you need it. And I'm not sure if you have to add 10000 to the animation number like you must with ActionPlayAnimation. I don't believe you do, though.

And if you want Force powers, those functions are right above CutsceneAttack in nwscript.


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Old 12-29-2011, 03:13 PM   #115
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Quote:
Originally Posted by JCarter426 View Post
Show spoiler
Alright, I got the CutsceneAttack to work, I tried it before but never used the right nAttackResult, thanks! But the PauseConversation didn't do anything different, I just changed my approach to a script fired on entering the room so you watch, and I restricted the PC so you can't talk to them and interfere until it's over. I think it works nicely.
Quote:
Originally Posted by Dark_Ansem View Post
you mean, like Vaklu and the Queen fighting each other?
Quite honestly, I haven't played TSL in so long that I don't even remember lol

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Old 01-02-2012, 11:17 AM   #116
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Those look cool. I thought of doing something similar to this a long time ago (as part of my species feats mod, if you choose Bith, there is a locker with instruments in it, but they didn't work as well as yours). The custom "bullets" are a great touch, and the on hit dance party sounds like a riot

For the broken Bandfill, would it look more unique if it were a "stun baton" and used those animations instead? It would be more like a musical taser, and you could probably still make it use the on hit dance animation

The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).

Anyway, great work



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Old 01-02-2012, 01:06 PM   #117
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Those look cool. I thought of doing something similar to this a long time ago (as part of my species feats mod, if you choose Bith, there is a locker with instruments in it, but they didn't work as well as yours). The custom "bullets" are a great touch, and the on hit dance party sounds like a riot

For the broken Bandfill, would it look more unique if it were a "stun baton" and used those animations instead? It would be more like a musical taser, and you could probably still make it use the on hit dance animation

The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).
Thanks Well if you want to use them to update your mod, I don't see any problem.

That's actually how I had it originally, and even the separate baton baseitems entry is still there. The only problem was you couldn't wield anything in the off hand then so couldn't dual-wield them, which is the reason I changed it, but I agree I liked the looks better.
Quote:
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The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).

Anyway, great work
I've been thinking of this the whole time! You're correct that they're only on the Bith model, but that wouldn't be my problem, I just can't figure out if I can assign unique combat animations to one type of weapons, I can't find a link between baseitems and animations. If anybody knows this please let me know, and I can do this!

Thanks redrob41

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Old 01-08-2012, 11:03 PM   #118
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So I've just been working on some more storylines/quests for the items to kinda integrate them more in the game, just figured I'd throw up some pics of my progress so far.
On Tatooine:
Show spoiler

Show spoiler

I just kept going with this part, it's probably a bit overkill for just a mainly item mod
Show spoiler

Quote:
Originally Posted by Slstoev View Post
Could this be connected to the "Twisted Rancor Trio", you know the band's holograms you find in the Lower City Apartments on Taris which band where supposed to perform for Davik?
I took this idea and made an extended story for the band, thanks again for the idea! Taris:
Show spoiler

Show spoiler

Also, a few custom items I made just for fun and laughs
Show spoiler

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Old 01-08-2012, 11:38 PM   #119
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HAHAHAHA! You are seriously a genius. Is it just me, or does Jawa the Hutt have bugged-out eyes? Each screenshot had me grinning ear to ear.



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Old 01-09-2012, 02:49 AM   #120
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