Get Up Time

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Tygr
Corporal
Corporal
Posts: 150
Joined: Mon Aug 25, 2008 1:11 pm

Get Up Time

Post by Tygr »

Is there any way to make a unit get up more quickly after being knocked down? I get very sick of the Gammoreans hitting me over and over again because the unit can't get up quickly enough :x
Master_Ben
Lieutenant General
Lieutenant General
Posts: 675
Joined: Wed Nov 12, 2008 9:50 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Watching your PC over your shoulder. No, the other sholder....

Re: Get Up Time

Post by Master_Ben »

As far as I know, that's an animation, you'd have to edit it in XSI and create a new one.

Animation tut(if you don't know already...): http://www.gametoast.com/forums/viewtop ... 07#p210807
It applies to any player anim.
User avatar
Null_Clone_Assasin
Lance Corporal
Posts: 90
Joined: Wed Nov 12, 2008 7:24 pm

Re: Get Up Time

Post by Null_Clone_Assasin »

im not realy sure, ben is probobly right

the only way i know of is in the FC.

ask Zerted how he did it
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Get Up Time

Post by Grev »

Its got something to do with animations, but it doesn't involve making a new one. Its called kickback in the anim files.
Tygr
Corporal
Corporal
Posts: 150
Joined: Mon Aug 25, 2008 1:11 pm

Re: Get Up Time

Post by Tygr »

I noticed that when heroes get hit, they kinda duck rather than fall. could I replace the get up animation with that one? If so, does anyone know which unmunged animation file that would be? I've munged animations before, so that's not a problem.
Master_Ben
Lieutenant General
Lieutenant General
Posts: 675
Joined: Wed Nov 12, 2008 9:50 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Watching your PC over your shoulder. No, the other sholder....

Re: Get Up Time

Post by Master_Ben »

Really? For me they o sometimes, but almost always get hit back.
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Get Up Time

Post by Grev »

The duck is for certain parts of the combo I think. For instance, a luke hits you with the second part of his attack combo, and you duck. When he does his last attack, you fall over. All of Maul's attacks induce falling over, and so does every characters run combo attack. Its got something to do with the actual attack, so I'd look it over. Look in RepSharpshooter's Rhen Var WIP thread in pages around the end he had a talk with Mav about this.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Get Up Time

Post by Maveritchell »

There are two things that affect how characters are knocked down by melee weapons.

The first is obvious - melee weapon attacks (combo states) for the most part all have a "push" value assigned to them, which can be modified to whatever you want. The greater the push value, the "harder" a character will be knocked down.

The second is only a supposition I've made, but I think experimenting with this enough will bear me out. I'm fairly sure that attacks that do a lesser percentage of their target's max health "knock down" less (than ones that do a greater percentage). This is to say:

-If a unit has 50000 health and is hit by a melee attack (regardless of push value) that does 400 damage, it will be knocked down less than a unit that takes the same hit but only has 500 health, OR
-If a unit has 50000 health and is hit by a melee attack that does 1000 damage, it will be knocked down less than the same unit will be knocked down if it's hit by an attack that does 2500 damage.

Whether my second supposition is true or not, it's easy enough to control knockdown by adjusting the push rate. I've done this before in a lot of things - this is how I balanced the melee units in the KotOR sides (so that they're not crazy-strong).
Master_Ben
Lieutenant General
Lieutenant General
Posts: 675
Joined: Wed Nov 12, 2008 9:50 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Watching your PC over your shoulder. No, the other sholder....

Re: Get Up Time

Post by Master_Ben »

Cool, thanks Mav. :) :) :)
Post Reply