If you'll type "rgb_saber1 :0,255,255", both blades will become cyan, coz if the color for the blade is not specified, game will automatically apply the color of the first blade. For example, if you take the staff, set the color rgb and enter "rgb_saber1 :0,255,255:127,0,255", then the first blade of the saber will be cyan, and the second - violet. You can have up to 8 color blocks (JKA supports sabers with 8 blades). How it looks: ":red1,green1,blue1:red2,green2,blue2. There is an animation when you switch weapons that makes the saber hilt spin in the hand, if that animation is triggered just before a swing, it can hide the swing direction and style for the starting 0.5 second. Each number defines red, green or blue channel (exactly that order). About turning off the saber in combat, it may be a scenic move or a way to hide the swing direction from the oppononent. Each block has 3 numbers, separated by commas. It is string of color blocks (for each blade), preceded by a colon. Only after using this cmd saber blade will become customizable. pk3->ext_data->sabers.Ībout console commands, I was thinking it's obvious (at least I've added examples). Also nothing stops you from cheating that mod-added saber via "saber blahblah" (no need for menu). You can delete my menu and customize saber color only via cheats. It isn't incompatibility, because RGB color by itself works well, menu handy, but not essential thing and could be deleted. You can have menu that includes hilts of single mod, or menu with RGB color. But, only one sabermenu could exist, so every mod saber menu will be suppressed by mine. New hilts mod for usually alters the saber menu. Every saber by itself, no matter is it original or not, is compatible with RGB saber color (if it has light blade at all :D).
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