Combo Issues

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Super_Clone
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Combo Issues

Post by Super_Clone »

As the name not-so-implies, I'm having combo issues. I created a new combo, and munged, but after fixing most related-errors, It still crashed. I can guess why, but I dunno how to fix it. The error log says that:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap assassin_sabre
Here is the combo
Hidden/Spoiler:
[code]OffhandAnimation("stand_throw_full", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_shoot_secondary2_full", "FIRE2");
OffhandAnimation("stand_shoot_secondary2_full", "CHARGE");

Animation("stand_attack1a_end");

{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}

// Throw stuff....
ThrowAnimation("stand_throw");

State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}

InputLock("All", "!Thrust");
AlignedToThrust();
}

State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");


Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}

Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}

State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.3);
}

Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(133);
Push(2.0);
}
Attack()
{
Edge(1);
DamageTime(4, 9, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(133);
Push(4.0);
}

Attack()
{
Edge(0);
DamageTime(13, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(133);
Push(2.0);
}
Attack()
{
Edge(1);
DamageTime(13, 20, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(133);
Push(4.0);
}

Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a_end");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Sound("saber_swing");

// AnimatedMove();

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(50);
Push(1.0);
}
Attack()
{
Edge(1);
DamageTime(4, 9, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(50);
Push(3.0);
}

State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("JUMPATTACK_FALL")
{
Posture("Jump");

Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("jumpattack_land", 0.15);
}

Sound("com_weap_throw");

Duration(0);

EnergyRestoreRate(0.0);

Gravity(4.0);
GravityVelocityTarget(-15.0); // accelerate us
AnimatedMove()
{
VelocityFromThrust(90.0);
VelocityFromStrafe(0.0);
}

InputLock("All", "!Thrust"); // lock all buttons for duration of state

AlignedToThrust();

Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
}

State("JUMPATTACK_LAND")
{
Posture("Stand");

Sound("saber_swing");

Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

Attack()
{
Edge(0);
DamageTime(0, 8, "Frames");
DamageLength(1.75);
DamageWidth(0.75);
Damage(266);
Push(3);
}
Attack()
{
Edge(1);
DamageTime(0, 8, "Frames");
DamageLength(0.3);
DamageWidth(0.75);
Damage(266);
Push(6);
}

EnergyRestoreRate(0.0);

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

Transition("JUMPATTACK_RECOVER");
}

State("JUMPATTACK_RECOVER")
{
Posture("Stand");

Animation("jumpattack_recover")
{
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

EnergyRestoreRate(0.0);

TurnFactor(0.3);

InputLock("All", "!Thrust");

Transition("IDLE");
}
} [/code]
Also, here is the .anims file in note pad:
Hidden/Spoiler:
[code] ucft
{
ANIM
{
"assassin_sabre_jumpattack_fall_full"
"assassin_sabre_jump_full"
"assassin_sabre_stand_attack1a_full"
}
}
[/code]
AQT
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Re: Combo Issues

Post by AQT »

Does this melee weapon of yours have the ComboAnimationBank line in its ODF? If it does, then I don't what the problem is.
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Super_Clone
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Re: Combo Issues

Post by Super_Clone »

Yes Sir, mheh.. I'm confused, and if needed, the map only crashes when I switch to that weapon or see an AI with it currently equipped; so its definitely a problem with that weapon. Shall I post the weapon odf?
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DarthD.U.C.K.
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Re: Combo Issues

Post by DarthD.U.C.K. »

click me!
maybe reading through the topic hlps you finding some fault
User avatar
Super_Clone
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Re: Combo Issues

Post by Super_Clone »

Ok, I dunno what the problem was, but I has semi fixed it. Now, the only problems are that 1. Map only crashes when I see AI with it equipped 2. It doesn't do any damage and 3. The knife msh doesnt appear. I might decide to use one of the clone assassin vibro blades, that will serve just as well, if not better.

EDIT:I fixed problems two and three, I just had to study Penguin's VibroBlade odf, but the game still crashes with the AI...
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