Hi, I was trying to create a blade style for Osha, something like “pull to the darkness/corruption.”
First, I tried the pre-made styles from Kyberphonic and JuanSith, but neither of them works in the library and there’s no preview. I also tried uploading them through Arduino, but they don’t work either—they throw errors. corrution/osha - Pastebin.com
Then I tried building one from scratch using the Blade Style Builder, but I get the exact same failed error.
I don’t know much about this, but I get the feeling the issue might be in the library itself, since this is the only style that gives me problems.
Thanks!
This should be fixed, there was a typo in one of the scripts. You’ll need to refresh the page to get update.
thank you so much , working now !
@Fett263 should the Mini Game work correctly with sub-blades? I’m only using the control layer on one blade, but I’ve tried assigning the non-control version of the game style to the second blade to match visuals — and it still causes both blades to run the game at the same time.
If I assign a different non-control style entirely to the second blade, the game only runs once (as expected), but that blade never switches to the prize/unlocked state.
Also, should accent blades (like for crystal chambers) automatically follow ALT_COLOR, or do they need something custom?
Thanks so much — I really appreciate all the work you put into this for the community.
It SHOULD, but if that’s the case then there may be a bug. I’ll have to take a look in the scripts. Did you choose “Accent LED / PCB” or “Crystal Chamber” when building the secondary, non-control layer style that is causing?
It’ll depend on the style, by default the ON Color would use Base Color as it’s considered a Base style and the OFF Color would use OFF_COLOR, but you can change. With Color Arguments (Edit Mode) every blade is independently editable so you can have a different Base Color on each blade, etc. Alt Colors are typically used where a base style has more than one color, or if you have a Multi-Phase blade and select the Alt Colors as additional Phases. By and large any blade’s base style will use Base Color, but the library will let you choose whatever you want in the various dropdowns on the Enhancements screen.
Hey, thanks again for the reply. I’ve tried every combination I could think of — using the secondary/Accent/Crystal Chamber blade options in the library, assigning the non-control version of the style, wrapping both strips into one blade, etc. But in all cases, the secondary blade never updates to match the “prize” style after the game is won.
I made sure to only assign one control layer, and the game itself works perfectly. It’s just that no other blade ever seems to follow that visual transition — they stay stuck in the original style the whole time.
If this should work and I’m just missing something in setup, I’d appreciate any pointers. If not, it might be a bug or something not wired up fully yet in 7.15.
Really appreciate all you do for the community — this feature is awesome regardless!
It’s highly possible it’s just the code the library outputs, I need to track it down and test. So any non-control layer style acted the same? I’ll try to take a look over the weekend, I have few other issues to track down as well.
Yes, it didn’t seem to change the outcome regardless of which non-control style. Thanks so much for looking! My daughter and I have been having fun with the mini game even as it is so far!
OK, I believe this is fixed now, however, there may be related bugs based on other selections.
You’ll need to refresh the page to get the updated scripts.
The mini game code has a lot of customization in it, it seems like certain combinations were the cause so I fixed the ones I came across BUT it’s possible there’s a straggler here or there still.
If you’re still having trouble I just need the top section from the Main Blade and the Accent/Crystal Blade code you generated.
/*
...
this section between the above and below symbols
...
*/
from the very top of the code the library outputs (I don’t need the full style code, all of the necessary troubleshooting info is in the top section as above). This will provide me specifics so I can try to replicate.
For now, the main cause that popped up for me should be addressed, so you should be able to set your Main Blade, then build an Accent, Secondary, Crystal etc. without a Control Layer but get same visual effects*.
*One caveat, the Special Abilities need to match the Main Blade for all other styles in the same preset, the Control Layer box should just be unchecked.
If you change or remove Special Abilities on a non-control layer style in the same preset the style can’t use the main Control Layer. By default, if you set up the Special Abilities and Mini Game on your Main Blade, then close the Enhancements screen and choose an Accent, Crystal, etc. the library will keep the Main Blade’s Special Ability and Game Selections and de-select the Control Layer. You can then edit anything else on the second blade BUT do not change Special Abilities or Mini Game selections. If you have a mismatch for either Special Abilities or Mini Game within the same preset things will not work properly.
You’re welcome, glad to hear.
Thanks again! I tried it and it’s still running multiple instances in parallel. I technially am trying to use a zig zag blade, but for simplicity, I’ve disabled that for now and focussing on just the accent strip and the main blade. Here’s the top section of the main blade:
/*--------------------------------- ControlMainHyperResponsiveRotoscopeOriginalTrilogyBaseColor -------------------------
copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://fett263library.com/early-access/#Rotoscope
OS7.15 v4.12
Single Style
Style Option
NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.
ANH Training Remote Mini Game Options:
Strike Effect = Emitter - Rgb<255,0,0>
Win Effect = Power Ripple - SwingColorArg
Prize = Swing Embued Rotoscope (Original Trilogy) - AltColorArg
--Effects Included--
Interactive Preon: ANH Training Remote Mini Game Unlock (One-time Win) [Color: PreonColorArg]
Win ANH Training Remote Mini Game to unlock saber, resets on boot or preset change.
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
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 Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
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 (Randomly Selected): Responsive Blast Fade (Random), Responsive Blast Wave (Sound Based) [Color: BlastColorArg]
Clash Effect: Random Clash [Color: ClashColorArg]
Battery Level: Blade Location (Green to Red)
Display Volume: % Blade [Color: BaseColorArg]
Power Save: 25% Increment
Special Ability 1: ANH Training Remote Mini Game
Mini Game requires the following sounds in font:
tr00 = Start Game
tr01 ~ tr06 = remote movements (hisses)
tr07 ~ tr12 = remote firing (blaster)
tr13 = strike 1 (miss)
tr14 = strike 2 (miss)
tr15 = strike 3 (lose game)
tr16 = win game. Game uses blst.wav sounds for successful deflections.
Based on the Training Remote scene in ANH, this Mini Game uses hovering/movement sounds (hisses) and blaster firing sounds.
To successfully deflect the incoming bolts you must quickly swing your saber immediately after the blaster firing sound plays,
however, if you swing early you need to bring your saber to a stop before the next swing is needed.
If you swing before the blast sound or during a movement sound and do not reset to a rest you cannot successfully deflect.
To Win Mini Game you must complete Three Consecutive Successes before receiving Three Strikes.
If you get Three Strikes you will lose the Mini Game and your saber will retract automatically.
*/
And here’s the top section of the accent blade:
/*--------------------------------- AccentHyperResponsiveRotoscopeOriginalTrilogyBaseColor -------------------------
copyright Fett263 Rotoscope (Accent LED / PCB) OS7 Style
https://fett263library.com/early-access/#Rotoscope
OS7.15 v4.12
Single Style
Style Option
Off Behavior: Slow Pulse Dim-On [Color: OffColorArg]
--Effects Included--
Interactive Preon: ANH Training Remote Mini Game Unlock (One-time Win) [Color: PreonColorArg]
Win ANH Training Remote Mini Game to unlock saber, resets on boot or preset change.
Ignition Effect: Instant [Color: IgnitionColorArg]
Retraction Effect: Instant [Color: RetractionColorArg]
Lockup Effect:
0: accentLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: accentLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: accentDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: accentMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
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.
Battery Level: Full Blade (Green to Red)
Power Save: 25% IncrementSpecial Ability 1: ANH Training Remote Mini Game
Mini Game requires the following sounds in font:
tr00 = Start Game
tr01 ~ tr06 = remote movements (hisses)
tr07 ~ tr12 = remote firing (blaster)
tr13 = strike 1 (miss)
tr14 = strike 2 (miss)
tr15 = strike 3 (lose game)
tr16 = win game. Game uses blst.wav sounds for successful deflections.
Based on the Training Remote scene in ANH, this Mini Game uses hovering/movement sounds (hisses) and blaster firing sounds.
To successfully deflect the incoming bolts you must quickly swing your saber immediately after the blaster firing sound plays,
however, if you swing early you need to bring your saber to a stop before the next swing is needed.
If you swing before the blast sound or during a movement sound and do not reset to a rest you cannot successfully deflect.
To Win Mini Game you must complete Three Consecutive Successes before receiving Three Strikes.
If you get Three Strikes you will lose the Mini Game and your saber will retract automatically.
*/
I did also try a secondary blade to use on the other half of my zig zag, but then I actually had three instances of the game running at once ![]()
/*--------------------------------- SideHyperResponsiveRotoscopeOriginalTrilogyBaseColor -------------------------
copyright Fett263 Rotoscope (Quillion / Secondary Blade) OS7 Style
https://fett263library.com/early-access/#Rotoscope
OS7.15 v4.12
Single Style
Style Option
--Effects Included--
Interactive Preon: ANH Training Remote Mini Game Unlock (One-time Win) [Color: PreonColorArg]
Win ANH Training Remote Mini Game to unlock saber, resets on boot or preset change.
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: sideLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: sideLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: sideDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: sideMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
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.
Battery Level: Blade Location (Green to Red)
Display Volume: % Blade [Color: BaseColorArg]
Power Save: 25% IncrementSpecial Ability 1: ANH Training Remote Mini Game
Mini Game requires the following sounds in font:
tr00 = Start Game
tr01 ~ tr06 = remote movements (hisses)
tr07 ~ tr12 = remote firing (blaster)
tr13 = strike 1 (miss)
tr14 = strike 2 (miss)
tr15 = strike 3 (lose game)
tr16 = win game. Game uses blst.wav sounds for successful deflections.
Based on the Training Remote scene in ANH, this Mini Game uses hovering/movement sounds (hisses) and blaster firing sounds.
To successfully deflect the incoming bolts you must quickly swing your saber immediately after the blaster firing sound plays,
however, if you swing early you need to bring your saber to a stop before the next swing is needed.
If you swing before the blast sound or during a movement sound and do not reset to a rest you cannot successfully deflect.
To Win Mini Game you must complete Three Consecutive Successes before receiving Three Strikes.
If you get Three Strikes you will lose the Mini Game and your saber will retract automatically.
*/
Hope this helps! I’m happy to do any testing you need to help get this working as expected. Let me know how I can help!
Ah, these are Using functions. These have a separate script that assemble the code so I missed. This should be fixed now. Keep in mind with Using functions or normal styles only one Control Layer style can be used per preset. So if you have a Using function with a Control layer already being used in a preset, all other styles and using functions in the preset CANNOT have a Control Layer.
By default the library will add “Control” as the prefix to the Using function name to help identify Control Layers easily.
Also, the same rules about Special Abilities and Mini games apply, if you have Using Functions with different Special Abilities or Mini Game options in a preset they may not work together.
This worked perfectly now! Thanks again!
Glad to hear, you’re welcome.
NEW! Gesture Based Special Abilities and Multi-Phase Transitions for my ProffieOS7 Early Access Style Library
I’m super excited to announce several amazing new capabilities on my Early Access Style Library. These have been a long time coming and are a huge leap forward in interactive customization for your Proffieboard.
#1 - Gesture Based Special Abilities Multi-Phase Builder
This new Multi-Phase style options combines Alt Font capabilities with all new gesture combinations to give you the ultimate customization experience.
Now you can set and trigger up to 10 Phases in a single blade and call each Phase independently via an ever-growing list of new gesture and control combinations.
You can also customize how your Phase change acts; either as an individually timed effect, after a set number of actions (i.e. clashes, swings, blasts, etc) or with a unique control to return to your default phase.
Think of these like the Special Moves in a fighting video game, where you can set the effect and how you call it specifically to how you want.
In a battle, you can now call a power up or all new blade style with a special move.
At launch I have over 20 new gesture/effect combinations you can choose from
- Point Up & Hold (ms) - set a specific amount of time in ms, when you point up your blade and hold it in that position you can trigger a new Phase.
- Point Down & Hold (ms) - set a specific amount of time in ms, point your blade down to lull your opponent into a false sense of security and trigger a new Phase to launch an attack.
- Hold Parallel (ms) - hold you blade parallel to the ground in a defensive position and have it trigger a new Phases
- Point Up then Swing - point your blade up, then unleash a quick swing downward to trigger a specific Phases (can also set as an OFF behavior with or without an Auto Ignite on the trigger)
- Point Down then Swing - point your blade down, then unleash a quick swing upward (can also set as an OFF behavior with or without an Auto Ignite on the trigger)
- Point Up then Quick Turn - the “Quick Turn” is a new gesture, unlike Twist this is a single quick 1/4 of the hilt in either direction. For this gesture you’ll point your blade up then do a quick turn to trigger. (can also set as an OFF behavior with or without an Auto Ignite on the trigger)
- Point Down then Quick Turn - point your blade down then do a quick 1/4 turn of your hilt. (can also set as an OFF behavior with or without an Auto Ignite on the trigger)
- Hold Parallel & Quick Turn - hold your blade parallel then do a quick 1/4 turn of your hilt. (can also set as an OFF behavior with or without an Auto Ignite on the trigger)
- Swing (X times) - do X number of hard swings to trigger a phase (or set to return to the default Phase so any phase change will revert after X # of swings).
- Clash / Lockup (X times) - after X number of clashes or lockups you can trigger a specific phase (or set to return to the default Phase so any phase change will revert after X # of clashes/lockups)
- Blast (X times) - after X number of Blast deflections you can trigger a specific phase (or set to return to the default Phase so any phase change will revert after X # of blast deflections)
- Point Up (X times) - point your blade up X number of times (return to parallel between each act) to trigger a phase change or revert to default phase
- Point Down (X times) - point your blade down X number of times (return to parallel between each act) to trigger a phase change or revert to default phase
- Quick Turn (X times) - do X number of quick 1/4 turns of the hilt to trigger a phase or revert to default
- Ignite (Pointing Up) - trigger a specific phase by pointing your saber up before (and during) ignition
- Ignite (Pointing Down) - trigger a specific phase by pointing your saber down before (and during) ignition
- Ignite (Holding Parallel) - trigger a specific phase by holding your blade parallel to the ground before (and during) ignition
- Clash (while OFF) - clash your saber while OFF to trigger a specific phase (can also be set to Auto Ignite on the trigger)
- Quote Effect - trigger a phase change anytime you do the Quote Effect
- Force Effect - trigger a phase change anytime you do the Force Effect
- Stab Effect (Pointing Up) - trigger a phase change anytime you stab up with your blade
- Stab Effect (Pointing Down) - trigger a phase change anytime you stab down with your blade
You can also mix and match Gesture and Effect Phase changing with the existing Special Abilities to give individual access to every Phase - Special Ability 1 ~ 8 (5 ~ 8 can also be set to Auto Ignite if used)
#2 - NEW! Multi-Phase Transitions (*only for Special Ability options)
In addition to setting unique gestures and controls for each Phase you can also set the Phase Transition independently for each Phase.
By setting “Multi-Phase Transitions” for Phase Change, you can select from any available transition to run specific to each Phase so when you trigger a Phase you can have its transition be completely unique.
For example, if you have a Trigger for “Point Up & Hold” you can set that Phase Transition to a Wipe In or Ripple Down effect to look like you’re summoning a power from the sky or set a Cycle Up Phase transition when you Hold you Blade parallel for a cool anime power up.
The combinations and unique transitions are nearly limitless.
And this is just the beginning, I have several more new gesture combos in development and will continue to expand the capabilities over the months to come.
NOTE: these new features require Alt Font (altNNN) set up in your font as well my prop with the FETT263_SPECIAL ABILITIES define in your config to run.
Since these are style based controls the library will produce very specific instructions at the top of each style, keep this information intact in your config to ensure proper set up and use of the new features.
The style information has no impact on memory but will be necessary to make sure you can use the style properly or for any troubleshooting needed.
Be sure to watch the recommended videos at the top of the Early Access library to learn more.
Be sure to join my Early Access Style Library to get all of these new features (and more) and make all your friends jealous of the things you can now do with your Proffieboard saber.
ENJOY!
Wow!!! I think you’re inventing the platform for a new martial art. ![]()
Small possbile bug:
Smoke Blade appears normally in the preview window when creating a Main Blade, but when Accents or other blade types are selected the preview looks like all of the elements are faster, brighter, and the timing is off.
Haven’t tried in a saber.
I “think” it’s just because the smaller blades are just being compressed by the previewer code. The actual style code generated by the library is identical for all blade types, the different Blade buttons really just swap out options and a few selections based on typical needs for those types of blades.
If you load on the saber there shouldn’t be a difference.
That turned out to be true ![]()
I’m trying out idle off sound set to special ability 5. The issue I have hit is that after first use it requires two sp5 button+turn gestures to turn on or off.
I had dropped the smoke blade in the editor to make some color changes (to get a “quasar” effect) and removed the control layer (in this case layer 9) to make the matching accent blade. Then when testing the double special ability issue came up.
The top section:
/* copyright Fett263 SmokeBlade (Primary Blade) OS7 Style
https://fett263library.com/early-access/#SmokeBlade
OS7.15 v4.16
Single Style
Base Style: Smoke Blade
Base Color: BaseColorArg (0)
NOTE:This style includes Control Layer. Only one Control Layer should be used per preset.
--Effects Included--
Ignition Effect: Fade Up [Color: IgnitionColorArg]
Retraction Effect: Fade Out [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
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 Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Blast Effect: Blast Wave (Sound Based) [Color: BlastColorArg]
Clash Effect: Random Clash with Wave [Color: ClashColorArg]
Swing Effect: Bright Swing (Scaled Full Blade) [Color: SwingColorArg]
Special Ability 5: Toggle Idle/Off Sound Uses trloop00.wav or trloop/000/000.wav (idle sounds looped)
So I went back to your library and did a much simpler accent pixel blade, assuming I made an error when trying to delete the control layer (not early access so code posted):
/* copyright Fett263 (Accent LED / PCB) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Rotoscope
OS7.14 v3.25p
Single Style
On Behavior: Slow Run Forward [Color: BaseColorArg]
Off Behavior: Fast Run Reverse [Color: Match ON Color]
Base Color: BaseColorArg (0)
--Effects Included--
Ignition Effect: Instant [Color: IgnitionColorArg]
Retraction Effect: Instant [Color: RetractionColorArg]
Lockup Effect: NoneLightning Block Effect: NoneDrag Effect:
0: accentDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: accentMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
*/
StylePtr<Layers<TransitionLoop<Black,TrConcat<TrWipe<1000>,RgbArg<BASE_COLOR_ARG,Rgb<180,130,0>>,TrWipe<1000>>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,31000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,26000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,26000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrInstant,TrInstant,TransitionLoop<Black,TrConcat<TrWipeIn<200>,RgbArg<BASE_COLOR_ARG,Rgb<180,130,0>>,TrWipeIn<200>>>>>>(),
But it still requires a double action after the initial idle sound when off activation. Should I try something else? Thanks!
You’re on 7.15, correct? There was a bug in 7.14 that caused a similar issue.
Yes. I downloaded a fresh copy of 7.15 to be sure.
I also tried out OS8.4.x (the one with the working Sabersense button clicker) and idle off sound isn’t working at all using special ability 5.
Special Ability 5 works fine for ignition in OS8.4, so it’s not a global issue (I don’t think).