Games Complex - theITfactor's final map - updates pg. 12-15

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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obiboba3po
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Re: Games Complex - theITfactor's next map

Post by obiboba3po »

they look neat :) personally though i think shockwave's zombie skin was amazing from like over a year ago.
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Re: Games Complex - theITfactor's next map

Post by theITfactor »

Fiodis wrote:
MetalcoreRancor wrote:A lot of things in this map are new, side wise, the zombies are just one of the many cosmetic differences. The .combo work alone is revolutionary, in more then just the zombies.
Hidden/Spoiler:
Image

Image

Image

Image

Image

Image
Some reskins
Those reskins look like they could use some more work.
Yeahhh gonna have to veto those :wink:
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Re: Games Complex - theITfactor's next map

Post by 501st_commander »

MetalcoreRancor wrote:
Hidden/Spoiler:
Image
that one is freaky.
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yukisuna
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Re: Games Complex - theITfactor's next map

Post by yukisuna »

:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: is that custom animations for those anti-zombie fighters? this looks really good, so was the pwnfest. will it be knight sides or something for that quest-thing? or some archers? or just those boring hi-tech warriors?
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Re: Games Complex - theITfactor's next map

Post by theITfactor »

yukisuna wrote::eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: is that custom animations for those anti-zombie fighters? this looks really good, so was the pwnfest. will it be knight sides or something for that quest-thing? or some archers? or just those boring hi-tech warriors?
Don't know what "high tech warriors" you are talking about XD Since the quest is a small minigame it won't have it's own dedicated era, although I will try and get some medieval locals in there.
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Re: Games Complex - theITfactor's next map

Post by hammythepig »

This looks pretty cool, altough I like the mini game factor more than the zombies.
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Re: Games Complex - theITfactor's next map

Post by Darth Revan »

Wached all the vids very impressive stuff man great job
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Re: Games Complex - theITfactor's next map

Post by MetalcoreRancor »

http://www.xfire.com/video/b16ca/

http://www.xfire.com/video/b16d7/

2 new videos.

Elfie has credit for making the 3 gun models he is letting us use.

-Edit-

New video, of 2 of the new jedi combos.

http://www.xfire.com/video/b45b8/

They work kind of based on JKA, with 3 different "attack" stances of weak, medium and strong, each assigned a correlating button, Mouse 1(attack), Mouse 2(block) and Mouse 3(force).

Aside from the stances that have visual differences of holding the saber and having access to their own attack patterns, the attacks themselves can chain into other stance attacks, depending on the jedi.

I'm still working out the bugs on it, but its a very good gameplay mechanic.
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Re: Games Complex - theITfactor's next map

Post by DarthD.U.C.K. »

the new saber-combios look really col, but you definitelly have to resize these guns..
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Re: Games Complex - theITfactor's next map

Post by FOOLIS »

The saber combos are cool, but i do have to join DUCK that you must resize the guns.
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Re: Games Complex - theITfactor's next map

Post by MetalcoreRancor »

Would moving the firepoint up via coding to match the gun work? These are elfie's and I'm not sure if using .msh scaling would make them work better.
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Re: Games Complex - theITfactor's next map

Post by Maveritchell »

MetalcoreRancor wrote:New video, of 2 of the new jedi combos.

http://www.xfire.com/video/b45b8/
Still some transitions that need work (they are too early, makes for very abrupt transitions to deflect stance). You also shouldn't allow directional input when you've got an animation that doesn't have moving legs.
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Re: Games Complex - theITfactor's next map

Post by Fiodis »

Maveritchell wrote:
MetalcoreRancor wrote:New video, of 2 of the new jedi combos.

http://www.xfire.com/video/b45b8/
Still some transitions that need work (they are too early, makes for very abrupt transitions to deflect stance). You also shouldn't allow directional input when you've got an animation that doesn't have moving legs.
I agree that the combos need work, the transitions are very sharp and sudden, plus in that one transition Windu's upper body twists, what, 360 degrees while the other stays put?

Not a bad idea for a "snap spine" attack or whatever....but you don't want it to be your spine you're snapping.
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Re: Games Complex - theITfactor's next map

Post by MetalcoreRancor »

My intent was to actually create a "spam" sabre attack that would be just that, a constantly capable attack of spam, and create a seperate Idle to maintain that, and have a variety of idles each with their own attack. My template has maintained a total of 4 such idles, Main idle, a weak function idle, a medium function idle and a strong function idle.

The strong has a more normal attack that takes longer with more damage, often linked to a special move.

Medium and Weak function idles are more linked and can synch each other's attacks while strong stance is independant.

All of this being said, I've been working on trying to create transitions that make it look less painful, and I have still some lower/upper anim issues to deal with, yes.
Hidden/Spoiler:
[code]Animation("stand_weak")
{
AimType("FullBody");
}
Animation("stand_medium")
{
AimType("FullBody");
}
Animation("stand_strong")
{
AimType("FullBody");
}
Animation("stand_idle_weak")
{
AimType("FullBody");
}
Animation("stand_idle_medium")
{
AimType("FullBody");
}
Animation("stand_idle_strong")
{
AimType("FullBody");
}


State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.1, "Sprint", "Jump", "Crouch");
TurnOffLightsaber();
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");
}
}
Transition("FOCUS")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "Press");
}
}
Transition("WEAKBLOW")
{
EnergyCost(5.0)
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}

}
//--------------------FOCUS LUKE! USE THE FORCE!----------
State("FOCUS")
{
Posture("Stand");

Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(0.0);
}
ThrustFactor(0.0)
StrafeFactor(0.0);
Duration(5.0, "Seconds");
TurnFactor(0.0);
InputLock(0.0, "All", "!Fire", "!Reload", "!FireSecondary"); // lock all controls for duration of state
Transition("FUNCTIONWEAK")
{
EnergyCost(5.0)
If()
{
TimeStart(0.0, "Seconds");
TimeEnd(5.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("FUNCTIONMEDIUM")
{
EnergyCost(10.0)
If()
{
TimeStart(0.0, "Seconds");
TimeEnd(5.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("FireSecondary", "Press");
}
}
Transition("FUNCTIONSTRONG")
{
EnergyCost(15.0)
If()
{
TimeStart(0.0, "Seconds");
TimeEnd(5.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Reload", "Press");
}
}

Transition("IDLE");
}
//----------------------------You've chosen the Weak stance!------------
State("FUNCTIONWEAK")
{
Posture("Stand");
Animation("stand_idle_weak")
{
AimType("FullBody");
}
Duration(0.0, "Seconds");
TurnFactor(1.0);
Transition("WEAKBLOW")
{
EnergyCost(5.0)
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("FOCUS")
{
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "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");
}
}
Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("FUNCTIONWEAK");
}


State("WEAKBLOW")
{
Posture("Stand");
Animation("stand_weak")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("com_weap_melee_swing", 15, "Frames");

//set a duration so we will go to state RECOVER3 before the animation ends

AlignedToThrust();
Duration(0.5, "Seconds");
StrafeFactor(0.5);
TurnFactor(0.5);
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(5.0);
}
InputLock("All", "!Thrust", "!Crouch"); // lock all controls for duration of state
Attack()
{
DamageTime(0.1, 0.2, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(100);
Push(2.0);
}
Attack()
{
DamageTime(0.2, 0.3, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(100);
Push(2.0);
}

Transition("FOCUS")
{
If()
{
TimeStart(0.4, "Seconds");
TimeEnd(0.5, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "Press");
}
}

Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("TRANSITION");
}

State("TRANSITION")
{
Posture("Stand");
Animation("stand_transition")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}

AlignedToThrust();

TurnFactor(0.3);

InputLock("All", "!Thrust", "!Fire", "!FireSecondary", "!Reload",);
Transition("WEAKBLOW")
{
EnergyCost(10.0)
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("MEDIUMBLOW")
{
EnergyCost(25.0)
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("FireSecondary", "Press");
}
}
Transition("STRONGBLOW")
{
EnergyCost(45.0)
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Reload", "Press");
}
}
Transition("IDLE");
}


//-------------------------------You've chosen the Medium stance!-------------------
State("FUNCTIONMEDIUM")
{
Posture("Stand");
Animation("stand_idle_medium")
{
AimType("FullBody");
}

Duration(0.0, "Seconds");
TurnFactor(1.0);
Transition("MEDIUMBLOW")
{
EnergyCost(10.0)
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("FOCUS")
{
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "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");
}
}
Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("FUNCTIONMEDIUM");
}

State("MEDIUMBLOW")
{
Posture("Stand");
Animation("stand_medium")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("com_weap_melee_swing", 15, "Frames");

//set a duration so we will go to state RECOVER3 before the animation ends

AlignedToThrust();
Duration(0.5, "Seconds");
StrafeFactor(0.5);
TurnFactor(0.5);
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(5.0);
}
InputLock("All", "!Thrust", "!Crouch"); // lock all controls for duration of state
Attack()
{
DamageTime(0.1, 0.2, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(400);
Push(2.0);
}
Attack()
{
DamageTime(0.2, 0.3, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(400);
Push(2.0);
}

Transition("FOCUS")
{
If()
{
TimeStart(0.4, "Seconds");
TimeEnd(0.5, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "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");
}
}
Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("TRANSITION");
}



//--------------------------------YOU HAVE GIVEN INTO YOUR HATE! OH NOES!!-----------

State("FUNCTIONSTRONG")
{
Posture("Stand");
Animation("stand_idle_strong")
{
AimType("FullBody");
}

Duration(0.0, "Seconds");
TurnFactor(1.0);
Transition("STRONGBLOW")
{
EnergyCost(15.0)
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("FOCUS")
{
If()
{
TimeStart(0.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "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");
}
}
Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("FUNCTIONSTRONG");
}


State("STRONGBLOW")
{
Posture("Stand");
Animation("stand_strong")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("com_weap_melee_swing", 15, "Frames");

//set a duration so we will go to state RECOVER3 before the animation ends

AlignedToThrust();
Duration(1.0, "Seconds");
StrafeFactor(0.5);
TurnFactor(0.5);
Deflect()
{
DeflectAngle(-360, 360); // deflect anything from forward arc
EnergyCost(15.0);
}
InputLock("All", "!Thrust", "!FireSecondary", "!Crouch", "!Fire",); // lock all controls for duration of state
Attack()
{
DamageTime(0.1, 0.2, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.2, 0.6, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.5, 0.7, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.8, 0.9, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(900);
Push(8.0);
}

Transition("FOCUS")
{
If()
{
TimeStart(0.4, "Seconds");
TimeEnd(0.5, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "Press");
}
}
Transition("STRONGBLOW")
{
EnergyCost(15.0)
If()
{
TimeStart(0.9, "Seconds");
TimeEnd(1.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("STRIKE")
{
EnergyCost(15.0)
If()
{
TimeStart(0.9, "Seconds");
TimeEnd(1.0, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("FireSecondary", "Press");
}
}
Transition("IDLE");
{
If()
{
Energy("<", 0.0);
}
}
Transition("FUNCTIONSTRONG");
}

State("STRIKE")
{
Posture("Stand");
Animation("stand_strike")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_medium", 0.4);
}
Sound("saber_swing");

AnimatedMove()
{
VelocityZ(5.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
Until()
{
Break(0.5, "Seconds");
}

}
TurnFactor(0.6);

Duration(1.0, "Seconds");

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

Attack()
{
DamageTime(0.1, 0.2, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.2, 0.6, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.5, 0.7, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(500);
Push(8.0);
}
Attack()
{
DamageTime(0.8, 0.9, "Seconds");
DamageLength(1.5);
DamageWidth(1.25);
Damage(900);
Push(8.0);
}

Transition("STRIKE2");
}

State("STRIKE2")
{
Posture("Stand");
Animation("stand_strike")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
BlendTimeTo("stand_strike", 0.4);
}

Duration(0.2, "Seconds");

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);
PlayExplosion();
InputLock("All", "!Fire", "!Crouch", "!Thrust");
Transition("FOCUS")
{
If()
{
TimeStart(0.0, "Seconds");
TimeEnd(0.2, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Crouch", "Press");
}
}
Transition("STRONGBLOW")
{
EnergyCost(15.0)
If()
{
TimeStart(0.0, "Seconds");
TimeEnd(0.2, "Seconds");
Break(); // all transitions are breaking if Duration is 0
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("DASHATTACK_RECOVER");
}

State("DASHATTACK_RECOVER")
{
Posture("Stand");
Animation("stand_strike_end")
{
BlendInTime(0.10);
BlendOutTime(0.25);
}

AlignedToThrust();

TurnFactor(0.3);

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

Transition("FUNCTIONSTRONG");
}

Animation("jumpattack_land");

State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_swing", 3, "Frames");

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

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

State("JUMPATTACK_END")
{
Posture("Jump");
Animation("jumpattack_land")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
Duration(15, "Frames");
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

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

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

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

AnimatedMove();
InputLock("All");

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(.75);
Damage(800);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}[/code]
For anyone interested in seeing it, I added a copy in the hidden section.
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Fiodis
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Re: Games Complex - theITfactor's next map

Post by Fiodis »

Multiple idle stances, that's interesting now. I'll have to try that out.
MetalcoreRancor
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Re: Games Complex - theITfactor's next map

Post by MetalcoreRancor »

http://www.xfire.com/video/b5d49/

In this new video..

You'll see the 2 featured jedi with improved combos.

And you'll witness a third, with a very nice Strong attack.
theITfactor
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Re: Games Complex - theITfactor's next map

Post by theITfactor »

MetalcoreRancor wrote:http://www.xfire.com/video/b5d49/

In this new video..

You'll see the 2 featured jedi with improved combos.

And you'll witness a third, with a very nice Strong attack.
Still a bit jerky, keep trying you'll get it eventually :wink:
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Re: Games Complex - theITfactor's next map

Post by MetalcoreRancor »

The Jumping expert.

http://www.xfire.com/video/b5f73/


Edit:

New video, working better with ground transitions.

http://www.xfire.com/video/b5f84/

My favourite so far.
theITfactor
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Re: Games Complex - theITfactor's next map

Post by theITfactor »

MetalcoreRancor wrote:The Jumping expert.

http://www.xfire.com/video/b5f73/


Edit:

New video, working better with ground transitions.

http://www.xfire.com/video/b5f84/

My favourite so far.
I like the attack, I'd work on the falling-back-down part of the animation though, the legs don't seem to get pulled in or out so it looks like he is on an invisible elevator on the way down :p
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Re: Games Complex - theITfactor's next map

Post by masterfaa »

I like the Jumping man.It looks like the jump from jk/ja
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