I setup the faulty core interactive preon from the fett263 style builder, but it doesn’t seem to be working. Is there some define or some other requirement I’m supposed to do first?
The information at the top of the style will tell you how to set up.
Are you using my prop?
I am using you prop, it just said to not use the preon sound
It doesn’t use preon.wav but it still requires a specific sound, typically a trNN.wav. The exact file the style expects will be in the style information provided by the library. The style times itself to the sound it’s looking for so if there’s no sound there won’t be any visual effect.
I put in a tr00, which is what it seemed to want. But it only works when I close the saber, then it starts waiting for me to hit it. The ignition is working normally without the preon
Yes, that is what the Faulty Core does. It only ignites if you clash. That’s also in the style information
.
/*
...
--Effects Included--
Interactive Preon: Faulty Core [Color: PreonColorArg]
Interactive Preon Control = active Preon (auto times to sound), Clash to ignite. Requires/uses tr00.wav (glitchy ignition)
Note: Allow at least 30 seconds after initial boot for motion/clash detection to stabilize.
...
*/
Ah, my understanding was that it was before the ignition. Thanks!
Then you just want a normal Preon effect, an Interactive Preon waits for you to “interact” with it.
Yea, I just thought the interaction was before the ignition, not the retraction
Hmm, yeah it was doing it after retracting. I would retract and then it would glitch. If i hit it then retracted it would only then turn off
That’s not a thing, post the full style code the library generated.
StylePtr<Layers<ColorSelect<IntArg<STYLE_OPTION_ARG,0>,TrInstant,StaticFire<BrownNoiseFlicker<Rgb<255,0,0>,RandomPerLEDFlicker<Mix<Int<3213>,Black,Rgb<255,0,0>>,Mix<Int<7710>,Black,Rgb<255,0,0>>>,300>,Mix<Int<10280>,Black,Rgb<255,0,0>>,0,6,10,1000,2>,StripesX<Int<1500>,Scale<SlowNoise<Int<2500>>,Int<-3000>,Int<-5000>>,Rgb<255,0,0>,Mix<Int<10280>,Black,Rgb<255,0,0>>,Rgb<255,0,0>,Mix<Int<2570>,Black,Rgb<255,0,0>>,Rgb<255,0,0>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1400,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<2000,-3200,RandomPerLEDFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<14000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>>,AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1600,-2600,RandomPerLEDFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<14000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrCenterWipeX<Int<150>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrJoin<TrCenterWipeX<Int<150>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrSmoothFade<150>>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<Stripes<2000,3000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<30>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8192>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,TrFade<300>>,TrWaveX<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,3000,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,Mix<Sin<Int<30>>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,Mix<Int<8192>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,TrFade<300>>,TrWaveX<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrConcat<TrJoin<TrDelayX<Mult<IgnitionTime<400>,Int<16384>>>,TrWipeX<Mult<IgnitionTime<400>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,TrWipeX<Mult<IgnitionTime<400>,Int<16384>>>>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Layers<Black,TransitionEffectL<TrConcat<TrDoEffectAlways<TrInstant,EFFECT_TRANSITION_SOUND,0>,Layers<TransitionPulseL<TrDoEffectAlways<TrInstant,EFFECT_FAST_ON>,EffectPulseF<EFFECT_OFF_CLASH>>,AlphaL<BrownNoiseFlickerL<Rgb<255,0,0>,Int<100>>,SmoothStep<Scale<NoisySoundLevel,Int<1000>,Int<8000>>,Int<-3000>>>>,TrDelayX<WavLen<EFFECT_TRANSITION_SOUND>>>,EFFECT_INTERACTIVE_PREON>>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Int<0>>,TrJoin<TrDelayX<Int<500>>,TrFade<500>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-4000>>>,TrFade<500>>,EFFECT_POSTOFF>>>(),“Kylo_Ren”},
I need the whole style, including the style information at the top, to be able to troubleshoot. The copyright and information section is a comment and should always be included with style code. It has no impact on memory used.
{ “Kylo_Ren;common”, “tracks/KRen.wav”,
/* copyright Fett263 KyloRen (Primary Blade) OS7 Style
Fett263's ProffieOS7 Style Library - Public Access
OS7.15 v3.212p
This Style Contains 2 Unique Combinations
Style Options:
Default (0): Kylo Ren Unstable (Film Based)
1: Kylo Ren Unstable (Supreme Leader)
Base Color: Rgb<255,0,0> (0)
--Effects Included--
Interactive Preon: Faulty Core [Color: Rgb<255,0,0>]
Interactive Preon Control = active Preon (auto times to sound), Clash to ignite. Requires/uses tr00.wav (glitchy ignition)
Note: Allow at least 30 seconds after initial boot for motion/clash detection to stabilize.
Ignition Effect: Glitch On [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
PostOff Effect: Battery Glow (Emitter Size) [Color: Rgb<255,0,0>]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity Unstable Ripple - End: Power Burst
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Full Blade Flash - Style: Fire Drag - End: Power Burst
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Full Blade Flash - Style: Fire Melt - End: Power Burst
[Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Responsive Clash with Ripple [Color: ClashColorArg]
*/
StylePtr<Layers<ColorSelect<IntArg<STYLE_OPTION_ARG,0>,TrInstant,StaticFire<BrownNoiseFlicker<Rgb<255,0,0>,RandomPerLEDFlicker<Mix<Int<3213>,Black,Rgb<255,0,0>>,Mix<Int<7710>,Black,Rgb<255,0,0>>>,300>,Mix<Int<10280>,Black,Rgb<255,0,0>>,0,6,10,1000,2>,StripesX<Int<1500>,Scale<SlowNoise<Int<2500>>,Int<-3000>,Int<-5000>>,Rgb<255,0,0>,Mix<Int<10280>,Black,Rgb<255,0,0>>,Rgb<255,0,0>,Mix<Int<2570>,Black,Rgb<255,0,0>>,Rgb<255,0,0>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1400,-2000,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<2000,-3200,RandomPerLEDFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<14000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<22000>>>>,AlphaL<Remap<CenterDistF<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,Stripes<1600,-2600,RandomPerLEDFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<14000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Int<18000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrCenterWipeX<Int<150>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrJoin<TrCenterWipeX<Int<150>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,TrSmoothFade<150>>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<Stripes<2000,3000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<30>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8192>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrInstant,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,TrFade<300>>,TrWaveX<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,3000,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,Mix<Sin<Int<30>>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,Mix<Int<8192>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrInstant,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,TrFade<300>>,TrWaveX<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrConcat<TrJoin<TrDelayX<Mult<IgnitionTime<400>,Int<16384>>>,TrWipeX<Mult<IgnitionTime<400>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,0,0>>>,TrWipeX<Mult<IgnitionTime<400>,Int<16384>>>>,TrWipeInX<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Layers<Black,TransitionEffectL<TrConcat<TrDoEffectAlways<TrInstant,EFFECT_TRANSITION_SOUND,0>,Layers<TransitionPulseL<TrDoEffectAlways<TrInstant,EFFECT_FAST_ON>,EffectPulseF<EFFECT_OFF_CLASH>>,AlphaL<BrownNoiseFlickerL<Rgb<255,0,0>,Int<100>>,SmoothStep<Scale<NoisySoundLevel,Int<1000>,Int<8000>>,Int<-3000>>>>,TrDelayX<WavLen<EFFECT_TRANSITION_SOUND>>>,EFFECT_INTERACTIVE_PREON>>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<White,Int<0>>,TrJoin<TrDelayX<Int<500>>,TrFade<500>>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<IntArg<EMITTER_SIZE_ARG,2000>,Int<-4000>>>,TrFade<500>>,EFFECT_POSTOFF>>>(),“Kylo_Ren”},
You may be seeing the PostOff Effect after retraction.
I would check your tr00.wav file and make sure it’s set up correctly and/or is actually working.
You can check on Serial Monitor by typing 'effects", make sure it’s actually in the font and formatted correctly. You may need to remove the DISABLE_DIAGNOSTIC_COMMANDS define temporarily.
Nearly all issues with Interactive Preon are missing, or improperly formatted tr sounds or the tr sound being too short or too quiet.
The code provided is all correct so the likely issue is the sound file.
I duplicated my drag file and named it tr00.wav
Also, the preon is happening at the end as it reignited if I hit it. Only if I turn it on and off again after this does it retract and play the post off
Drag is typically a very long sound file meant for looping, I would try a clash or out sound instead. The drag sound is probably too long for the effect, it should be a quick, loud sound.
Yea, I did fix it. It seemed the file for whatever reason was silent at the beginning (which should have triggered it regardless of the sound it made?) but because of this it was starting after. So changing it to something shorter and starting immediately fixed it
Good to hear.
When effects use WavLen function it’s the actual length of the sound that matters, with something like Interactive preon you want shorter sounds without silence or the timings may not work well as the sound extends past the ignition.