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02-28-2012, 12:42 PM
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#1
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Junior Member
Join Date: Dec 2006
Location: UK
Posts: 477
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Force ghost effect
I'm trying to get a character to look a bit like a Force ghost, similar to the appearance of Ajunta Pall in Kotor 1.
I'm using this script in the ScriptHeartbeat of the utc
Code:
void main() {
object oNPC2=GetObjectByTag("fakeiilo");
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_PRO_FORCE_AURA), oNPC2);
}
...but the effect only turns off and on (one second on, then one second off, repeats).
Can anyone help me to make it more permanent, or provide an alternate way to create a ghost like effect?
KNIGHTS OF THE OLD REPUBLIC : THE JEDI MASTERS PLAY THE TOTAL CONVERSION MOD NOW! . | If you're interested, my almighty fanfic can be read here.
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02-28-2012, 02:19 PM
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#2
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Gentleman Modder
Join Date: Feb 2009
Location: Chicago
Posts: 675
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I used this script for a force-ghost once. I used a blue shield thingy...maybe it could help you in some way.
Code:
void main()
{
CreateObject(OBJECT_TYPE_CREATURE, "N_GabSnow", Location(Vector(46.30433,-53.49882,00.00), 00.00));
object oNPC=GetObjectByTag("GabrielSnowe");
effect eBlueShield = EffectVisualEffect(VFX_DUR_SHIELD_BLUE_01);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBlueShield, oNPC);
return;
}
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02-28-2012, 02:25 PM
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#3
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Junior Member
Join Date: May 2008
Location: Back at LF
Posts: 378
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I noticed that Ajunta Pall in the game has special OnSpawn and OnUserDefine scripts, but his OnHeartbeat script is the standarized. And that makes sense because you want the effect to be applied only once and not on every heartbeat, right? So if you modify your NPC's OnSpawn script to add these two lines I think it would work.
Code:
object oNPC2=GetObjectByTag("fakeiilo");
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_PRO_FORCE_AURA), oNPC2);
If not, perhaps the OnUserDefine script needs some working, too.
EDIT: Or to add newbiemodder's script, it works too. But I really think it shouldn't be in the OnHeartbeat script.
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02-28-2012, 04:21 PM
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#4
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Junior Member
Join Date: Dec 2006
Location: UK
Posts: 477
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Thanks fellas. newbiemodder's script pretty much did the trick. The aura still fades in and out a little, but not nearly as much as it did before.
I also tweaked the script a little to add the 'stuff' that appears whenever you gain LS or DS points. I think it looks pretty cool.
Here's the slighty altered script I used for those who may read this thread in the future:
Code:
void main()
{
object oNPC6=GetObjectByTag("fakevimack");
effect eBlueShield = EffectVisualEffect(VFX_DUR_SHIELD_BLUE_01);
effect redstuff = EffectVisualEffect(VFX_IMP_LIGHT_SIDE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBlueShield, oNPC6);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, redstuff, oNPC6);
return;
}
KNIGHTS OF THE OLD REPUBLIC : THE JEDI MASTERS PLAY THE TOTAL CONVERSION MOD NOW! . | If you're interested, my almighty fanfic can be read here.
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02-28-2012, 04:40 PM
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#5
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Junior Member
Join Date: Oct 2011
Location: Whiterun, Skyrim
Posts: 488
Current Game: TES:Skyrim
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This script will come in handy 
Formally MrObiWan
If you need help with textures on any KotOR/TSL mod, feel free to contact me.
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02-28-2012, 05:56 PM
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#6
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Junior Member
Join Date: Dec 2006
Location: UK
Posts: 477
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A small alteration for those wanting a dark side ghost
Code:
void main()
{
object oNPC6=GetObjectByTag("fakevimack");
effect eBlueShield = EffectVisualEffect(VFX_DUR_SHIELD_RED_01);
effect redstuff = EffectVisualEffect(VFX_IMP_DARK_SIDE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBlueShield, oNPC6);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, redstuff, oNPC6);
return;
}
Looks like this and intermittently gives off dark force energy.

KNIGHTS OF THE OLD REPUBLIC : THE JEDI MASTERS PLAY THE TOTAL CONVERSION MOD NOW! . | If you're interested, my almighty fanfic can be read here.
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02-29-2012, 07:08 AM
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#7
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Junior Member
Join Date: Oct 2011
Location: Whiterun, Skyrim
Posts: 488
Current Game: TES:Skyrim
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Wow, that looks awesome. Im going to try it out on my mods.
Formally MrObiWan
If you need help with textures on any KotOR/TSL mod, feel free to contact me.
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02-29-2012, 11:07 AM
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#8
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Rookie
Join Date: Dec 2011
Location: Death Star
Posts: 158
Current Game: The Search For Revan
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what the hell is that thing on the left?
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02-29-2012, 11:51 AM
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#9
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Junior Member
Join Date: Nov 2011
Location: In a Galaxy, far far away...
Posts: 488
Current Game: Kotor 1
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Quote:
Originally Posted by darth-ackbar
what the hell is that thing on the left?
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Perhaps the, "True," Sith
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02-29-2012, 12:24 PM
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#10
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Rookie
Join Date: Dec 2011
Location: Death Star
Posts: 158
Current Game: The Search For Revan
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Apparently it's a very deformed true sith.
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02-29-2012, 12:36 PM
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#11
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Retired Modder
Join Date: Sep 2003
Location: United Kingdom
Posts: 705
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Another way to create an authentic ghost effect is to give the texture a layer mask which covers the whole texture and then fiddle around with the opacity until you get something which looks cool. I did it with an Ajunta Pall reskin I released a few years back.
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02-29-2012, 01:03 PM
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#12
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Junior Member
Join Date: Oct 2011
Location: Whiterun, Skyrim
Posts: 488
Current Game: TES:Skyrim
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Quote:
Originally Posted by darth-ackbar
what the hell is that thing on the left?
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Play "The Jedi Master;s" TC mod. And if I spelled it right, its the "True Syyth"
Formally MrObiWan
If you need help with textures on any KotOR/TSL mod, feel free to contact me.
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you may:
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02-29-2012, 01:10 PM
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#13
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Junior Member
Join Date: Nov 2011
Location: In a Galaxy, far far away...
Posts: 488
Current Game: Kotor 1
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Quote:
Originally Posted by MrObiWan
Play "The Jedi Master;s" TC mod. And if I spelled it right, its the "True Syyth"
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Yup, forgot that spelling
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02-29-2012, 03:00 PM
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#14
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Rookie
Join Date: Dec 2011
Location: Death Star
Posts: 158
Current Game: The Search For Revan
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oh thanks, I'm still playing through TJM. Thanks for the script as well, that will come in handy 
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