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Old 02-28-2012, 12:42 PM   #1
Trex
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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?


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Old 02-28-2012, 02:19 PM   #2
newbiemodder
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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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Old 02-28-2012, 02:25 PM   #3
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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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Old 02-28-2012, 04:21 PM   #4
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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;

}


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Old 02-28-2012, 04:40 PM   #5
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This script will come in handy


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Old 02-28-2012, 05:56 PM   #6
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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.



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Old 02-29-2012, 07:08 AM   #7
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Wow, that looks awesome. Im going to try it out on my mods.


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Old 02-29-2012, 11:07 AM   #8
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what the hell is that thing on the left?


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Old 02-29-2012, 11:51 AM   #9
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Quote:
Originally Posted by darth-ackbar View Post
what the hell is that thing on the left?

Perhaps the, "True," Sith


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Old 02-29-2012, 12:24 PM   #10
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Apparently it's a very deformed true sith.


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Old 02-29-2012, 12:36 PM   #11
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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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Old 02-29-2012, 01:03 PM   #12
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Quote:
Originally Posted by darth-ackbar View Post
what the hell is that thing on the left?
Play "The Jedi Master;s" TC mod. And if I spelled it right, its the "True Syyth"


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Old 02-29-2012, 01:10 PM   #13
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Originally Posted by MrObiWan View Post
Play "The Jedi Master;s" TC mod. And if I spelled it right, its the "True Syyth"
Yup, forgot that spelling


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Old 02-29-2012, 03:00 PM   #14
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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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