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i am stumped and i need help pleaz

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 Seprithro
04-16-2004, 6:48 AM
#1
ok as many of u know i hate the visual effects of force powers, so i removed them but here is the problem, when i removed the effect that u see when a force attack is resisted, it took the sabre clash flare with it, here is my question, how can i remove the effect from resisted force, without lossing sabre flare? the texture file is fx_flare02, i know that much, but isn't there a way to remove this without removing this tex. like a script or 2da edit?
 tk102
04-16-2004, 7:05 AM
#2
I don't know how you removed the effects without going into the scripts, but you should take a look at k_inc_force.nss. You should be able to comment out most of the beam effects there. You'll then recompile k_sp1_generic.nss as described in this (http://www.lucasforums.com/showthread.php?postid=1501930#post1501930) thread from earlier today.
 tk102
04-16-2004, 7:13 AM
#3
I have a request. :) It's helpful to others who are searching the forums if your Subject line is descriptive. I found this (http://www.catb.org/~esr/faqs/smart-questions.html) to be a good article about getting the most out of using forums. Right then, carry on.
 Seprithro
04-16-2004, 5:00 PM
#4
ok, i checked that out, but i have no idea how to remove that effect, i got all the others out throgh visual effects2da\spells2da\and re-texing, the only one i want rid of now is the redish orange flare that pops up when a power is resisted, any ideas where to fin that script\line?
 tk102
04-16-2004, 5:37 PM
#5
Here's an excerpt from k_inc_force.nss

/*
CHOKE
*/
case FORCE_POWER_CHOKE:
{
SWFP_HARMFUL = TRUE;
SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT;
SWFP_DAMAGE = (GetHitDice(OBJECT_SELF)*2)/3;
SWFP_DAMAGE_TYPE = DAMAGE_TYPE_BLUDGEONING;
SWFP_DAMAGE_VFX = VFX_IMP_CHOKE;

eLink1 = EffectAbilityDecrease(ABILITY_CONSTITUTION, 4);
eLink1 = EffectLinkEffects(eLink1, EffectAbilityDecrease(ABILITY_STRENGTH, 4));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityDecrease(ABILITY_DEXTERITY, 4));
eLink1 = SetEffectIcon(eLink1, 3);

effect eChoke = EffectChoke();
effect eDamage = EffectDamage(SWFP_DAMAGE, SWFP_DAMAGE_TYPE);

int nResist = Sp_BlockingChecks(oTarget, eChoke, eDamage, eInvalid);
int nSaves;
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));
if(nResist == 0)
{
nSaves = Sp_MySavingThrows(oTarget);
if(nSaves == 0)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_CHOKE), oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eChoke, oTarget, 6.0);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 24.0);
int nIdx = 1;
float fDelay;
SP_InterativeDamage(eDamage, 7, oTarget);
}
}
if(nResist > 0 || nSaves > 0)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);
}
}
break;



To turn off the visual effects for Force Choke, you would comment out (put two slashes // in front of) these lines:
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_CHOKE), oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);


Pretty much any line containing EffectVisualEffect or EffectForceFizzle you'll want to comment out.
This way is argubly cleaner than the modifying the spells.2da file.
 Seprithro
04-16-2004, 8:48 PM
#6
but since this is not a power so to speak, where would i look?
 tk102
04-16-2004, 9:27 PM
#7
That's what EffectForceFizzle() does. If you comment it out and recompile, you won't see that visual effect.
 Seprithro
04-16-2004, 9:39 PM
#8
thanks, i just figured that out right before i read your post, thanks again
 Seprithro
04-25-2004, 9:38 AM
#9
ok tk i only thought i had it, when o commet out the whole line containing forcefizzle, i get weird game effects, some powers don't work at all and some do ex. choke works, shock doesn't any help?
 Seprithro
04-25-2004, 10:01 PM
#10
bump* see above
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