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Force ghost effect


Trex

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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

 

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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I used this script for a force-ghost once. I used a blue shield thingy...maybe it could help you in some way.

 

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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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.

 

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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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:

 

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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A small alteration for those wanting a dark side ghost

 

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.

 

swkotor2201202282249201.jpg

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