Lightning effect on Character

That effect when you get hit by the shock grenades or whatever they're called... if it's possible to have that effect on your character permanently?

Below is an example of the effect due to two grenades, standing ~3 metres from the centre of explosion. I wonder if that has anything to determine the magnitude of effect.

Untitled-1.jpg
 
It would certainly help if I ever decided to make a Raiden character. ;)

Seriously though, it's a really cool idea!
 
Such a pity that I can't try it myself now! Basing on deckers.die script however, maybe adding this to sandbox+ will do the trick?

effect_play_on_human("vfx_electric_body", LOCAL_PLAYER)
(or effect_play_on_human("vfx electric body", LOCAL_PLAYER) )

and then loop it by self-restarting function?
 
I tried that code, and also tried a few other variations of vfx that I know are preloading, and nothing happens. It doesn't break the function and yet it doesn't play. The interesting thing is that I don't think I've ever seen any of these play in the missions themselves. For instance, in m24 Gangstas in Space, it supposedly has a big blood spray from the homie's head which takes him down. I swear that I have never seen this happen. The same thing with all the other missions. I think there's something actually wrong with the function itself.
 
Weirder and weirder. This line of code when added to Sandbox+ only works in m24:
effect_play_on_human("Effect BloodHit", LOCAL_PLAYER, "Head")

But it does not work in the open world at all. Also, there is nothing in any table file with that specfic name. i.e. "Effect Bloodhit". There is only "BloodHit" in both effects.xtbl and vfx.xtbl (which I also tried and it didn't work.)

It also doesn't work while in any mission other than m24 so it must be something specific loading for it.
 
Maybe missions load "attaching points" for those effects? Anyway, here's something that actually works:

explosion_create("CyberCannon_lvl1", LOCAL_PLAYER)
explosion_create("Ammo - Incendiary", LOCAL_PLAYER)

First line spawns sparks at player's feet, second is responsible for flames. They still hurt NPCs but I believe it's better than nothing... If I could only get it to work by looping every few seconds! Something like this:
Code:
function hellrider()
explosion_create("Ammo - Incendiary", LOCAL_PLAYER)
delay(2.0)
end
hellrider()
does absolutely nothing. (Probably because of my programming skills though).
 
huh, interesting, BadMad, where would i enter that code to test that out. im a complete-non-programmer, but i can insert text etc into a lua or table like with sandbox + etc,... so if ur saying that it doesn't loop, what about just quickly adding a keystroke for the 2-second (or however long it is) animation to play on the player.... something like some kind of "power-up" type of graphic that u could press right before u do a super bad-ass finishing move or something, lol....

just curous if i could add that somehow to trigger via keystroke, as im not sure what exactly to enter, but it sounds like a cool lil touch. it totally does remind me of raiden too... i picture the raiden move i used to always spam as a kid, where he flies horizontal across the screen at the other guy, lol. then i got better and stopped spamming it, but its good memories, lol.
 
Maybe missions load "attaching points" for those effects? Anyway, here's something that actually works:

explosion_create("CyberCannon_lvl1", LOCAL_PLAYER)
explosion_create("Ammo - Incendiary", LOCAL_PLAYER)

First line spawns sparks at player's feet, second is responsible for flames. They still hurt NPCs but I believe it's better than nothing... If I could only get it to work by looping every few seconds! Something like this:
Code:
function hellrider()
explosion_create("Ammo - Incendiary", LOCAL_PLAYER)
delay(2.0)
end
hellrider()
does absolutely nothing. (Probably because of my programming skills though).

You're almost there. You would want to create a new thread for it with a do while loop, that would keep repeating indefinitely and then call that hellrider() function from there. Then you can create a boolean to toggle the state on and off. I am right now throwing this into Sandbox+ so you can see how it all works.
 
Back
Top