See here: You need the define and to set up font so the preon.wav sounds (odd or even depending on when you don’t want an effect) are a super short (like a ms) silent file. The effect will still trigger but if the sound is 1 ms or less it will be completely negligible.
Ok , so if I’m understanding correctly; it is not possible to do this using the Atom Smasher preon, as you would need to be able to smash the pixels together or else you cannot ignite the saber. using a silent ms .wav would still use the preon but you wont be able to smash pixels together, they would basically blink really quick and then shutdown.
No, Interactive Preon is actually a very different effect from Preon. It can’t be used in Dual Mode.
ok, thank you!!!
You’re welcome.
I’m having an issue with the interactive preon “the wick”. It cant get it to work correctly. it will work every once in a awhile then nothing.
{ "Fire Talzin;common", "tracks/mars.wav",
/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#CustomBlade
OS7.12 v2.231
Single Style
Multi Phase (Special Abilities*)
Default: Fire Blade Fast (Sparking) [BaseColorArg (Gradient Color Down = Gradient: 1203)
]
1: Blade of Talzin [AltColorArg]
Multi Phase Control: use Special Abilities controls to change Phase. Requires Alt Font.
NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.
*This style REQUIRES Alt Fonts alt000/ to alt001/ to be set up. Uses altchng.wav on change.
See https://pod.hubbe.net/sound/alt_sounds.html for more information.
--Effects Included--
Interactive Preon: Light the Wick [Color: Multi Phase]
Interactive Preon = activate Preon, point down to light the tip, spark will travel to emitter to ignite. Requires/uses tr02.wav
Ignition Effect: Dual Mode Wipe (Down = Fast) [Color: IgnitionColorArg]
Retraction Effect: Dual Mode Wipe In (Up = Fast) [Color: RetractionColorArg]
CoolDown Effects: 0: Power Burst Reverse 1: Disable [Color:BaseColorArg (Gradient Color Up = Gradient: 1784)
]
PostOff Effect: Emitter Cool Off (Emitter Size) [Color: Multi Phase]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity Flame - End: Full Blade Absorb
1: Responsive Localized - Begin: Real Clash - Style: Intensity Flame - End: Dissipate
[Color: Multi Phase]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Fire Drag - End: Wipe Out
[Color: Multi Phase]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Fire Melt - End: Wipe Out
[Color: Multi Phase]
Stab Effect: Normal Stab [Color: Multi Phase]
Interactive Blast: Random Blasts - Default Level (Uses Style Option 2 for Editing): 1000 ms
Interactive Blast control requires blast.wav files in font. When Blast is triggered blast.wav will play, to deflect blast (blst.wav and visual effect) swing within 1000ms of blaster sound ending. Random number of blasts from 1 to multiple possible. Only one style per preset can contain.
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: Multi Phase]
Swing Effect: Fire Swing (Scaled Responsive Edge) [Color: Multi Phase]
Emitter Effect: Unstable Flare with Random Pulse [Color: Multi Phase]
Battery Level: % Blade (Green to Red)
Special Ability 1: Next Phase
Special Ability 5: Next Phase
Special Ability 7: Play Sound - Ignite Uses tr00.wav or tr/000/000.wav
Special Ability 8: Play Sound - Ignite Uses tr01.wav or tr/001/000.wav
*/
StylePtr<Layers<
Black,
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If you start parallel or up when pressing the button is it more consistent? Technically, the style needs to detect the blade pointing down as a movement during the Interactive period, so if you’re already down it may not detect any change.
If that doesn’t work I’ll take a peak after the holidays, a bit tied up over the next few days.
yes, that activated the sequence. Issue’s I’m still having the animation sequence seems to sometime stutter and stick in spot for a sec, the spark doesn’t scroll all the way to the hilt, and the blade doesn’t ignite.
enjoy your holidays, thanks for responding, I truly wasn’t expecting any response until after the holidays lol.
That’s odd, run ‘sdtest’ on your SD, it could be an SD issue or corruption. The animation is based on WavLen so issues with the sound file could be problematic.
ok , thank you!
Am I correct in thinking that, if I have separate boot and font sounds in a preset set up with altfonts, that it will always pull the boot and font sounds from alt000 and not whichever alt is currently active? That seemed to be the way it works in my testing, but I want to make sure I didn’t miss something.
Yes, unless you use the “Save Alt” option (location below Control Layer)
Save Alt*
*This will save the last active Alt (Multi-Phase / Kyber Select) for this style (if applicable) when used with #define SAVE_COLOR_CHANGE or #define ENABLE_ALL_EDIT_OPTIONS, otherwise Multi-Phase / Kyber Select options will reset on preset change or boot.
I have save alt turned on, but it still pulls the boot and font sounds from the alt000 folder. At least I’m pretty sure I have it set that way. I’ll test again to double check.
Yeah, if seems like it always pulls the boot and font sounds from the alt000 folder, no matter what alt the preset is on when it is switched to/when the saber boots.
OK, I’ll have to test. That shouldn’t be the case but it’s possible there’s something missing in the code, I actually never use that feature.
Do ya have the other boot and font sounds settled into each of the other Alt folders so there’s no boot and font in the main file? As-in only those sounds in Alt000, 001, 002, etc. I’ll try it all out again later this week but IIRC that’s how I setup my Survivor2 alt-pack for that specific thing. *I didn’t do it with the style that isn’t using SaveAlt.
My blade style generated directly from the Phase 2 website is having some issues around something called “EFFECT_MENT_BEGIN” and I’m not sure why. The site was erroring out as well as arduino at that specific area. Below is my blade style and a screenshot of the error on the website. Any help is appreciated!
/* copyright Fett263 PowerWave (Primary Blade) OS7 Style
https://fett263library.com/early-access/#PowerWave
OS7.13 v2.24
Single Style
Base Style: Power Wave Slow
Base Color: BaseColorArg (0)
--Effects Included--
Ignition Effect: SparkTip Ignition [Color: IgnitionColorArg]
PowerUp Effect: Power Burst Forward [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
CoolDown Effect: Power Burst Forward [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Localized Flash - Style: Intensity Ripple - End: Ripple
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: 0 - Style: Strobing AudioFlicker - End: 0
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Power Burst - Style: Intensity Fire Drag - End: Power Burst
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Power Burst - Style: Intensity Fire Melt - End: Power Burst
[Color: StabColorArg]
Stab Effect: AudioFlicker Stab [Color: StabColorArg]
Blast Effect: Blast Ripple Fade [Color: BlastColorArg]
Clash Effect: Random Clash with Ripple [Color: ClashColorArg]
Swing Effect: Lightning Swing [Color: SwingColorArg]
Emitter Effect: Random Pulse [Color: EmitterColorArg]
*/
StylePtr<Layers<Stripes<16000,-400,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<16000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>>>,TransitionLoopL<TrConcat<TrDelayX<Scale<SlowNoise<Int<1000>>,Int<300>,Int<3000>>>,AlphaL<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>,Int<0>>,TrSparkX<RgbArg<EMITTER_COLOR_ARG,Rgb<255,255,255>>,Scale<NoisySoundLevel,Int<200>,Int<600>>,Int<250>,Int<0>>>>,AlphaL<BrownNoiseFlickerL<StripesX<Int<2600>,Scale<IncrementWithReset<ThresholdPulseF<StrobeF<Int<6>,Int<1>>,Int<32000>>,ThresholdPulseF<ThresholdPulseF<IsLessThan<HoldPeakF<Ifon<SwingSpeed<400>,Int<0>>,Int<150>,Int<32000>>,Int<8000>>,Int<32000>>>,Int<30000>,Int<3000>>,Int<-1200>,Int<-4000>>,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<16384>,Black,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<16384>,RgbArg<SWING_COLOR_ARG,Rgb<255,255,255>>,White>>,Int<50>>,SmoothStep<IncrementWithReset<Scale<IsGreaterThan<HoldPeakF<Ifon<SwingSpeed<400>,Int<0>>,Int<150>,Int<32000>>,Int<18000>>,Int<0>,ThresholdPulseF<StrobeF<Scale<HoldPeakF<Ifon<SwingAcceleration<>,Int<0>>,Int<150>,Int<32000>>,Int<20>,Int<200>>,Int<1>>,Int<32000>>>,ThresholdPulseF<IsLessThan<HoldPeakF<Ifon<SwingSpeed<400>,Int<0>>,Int<150>,Int<32000>>,Int<8000>>,Int<32000>>,Int<42000>,Int<1500>>,Int<-8000>>>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<IgnitionTime<0>>,TrInstant>,Stripes<5000,-2500,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<7710>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<800>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<RetractionTime<0>>,TrInstant>,Stripes<5000,-2500,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<7710>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<3855>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>>,TrFade<800>>,EFFECT_RETRACTION>,TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<AudioFlickerL<RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>,AlphaL<Remap<CenterDistF<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>,Stripes<1600,-2000,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<2096>,Black,RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>>>>,Bump<Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>,Int<32000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<3000>,Int<29000>>>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,AlphaL<Remap<CenterDistF<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,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<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>>>,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,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,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<TrInstant,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>>>,Int<10000>>>,TrFade<300>>,TrSparkX<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<1200,-3600,Mix<Int<6425>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12850>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>>,Int<30>,Scale<Sum<ClashImpactF<>,SwingSpeed<600>>,Int<50>,Int<200>>,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>>>>,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>,TrInstant,TrInstant,Int<1>>,LockupTrL<AlphaL<TransitionEffect<Stripes<2000,4000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<50>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<4096>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,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>>>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWaveX<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,TrWaveX<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<TransitionEffect<Stripes<2000,4000,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<50>>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<4096>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>,Stripes<2000,3000,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<30>>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8192>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_MELT_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWaveX<RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,TrWaveX<RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,Int<200>,Int<100>,Int<200>,Int<32768>>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>,BendTimePowInvX<IgnitionTime<0>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),
There is no EFFECT_MELT_BEGIN.
I think Melt / Drag are just diff versions of LOCKUP, so it probably should be EFFECT_LOCKUP_BEGIN
Also, I don’t think Fett likes screenshots of private (patron only) content being posted publicly before it’s released.
Thank you! I just find it odd that his website coded that in only for it to not be a thing
This is why we bug test.