Page 1 of 1

Effects are only shown from time to time

Posted: Sun Dec 28, 2014 10:08 am
by Anakin
Hi,

i noticed that in my mod some effects are only shown from time to time
1. dc17 grenade explosion
2. magnaguard die and smash effect
3. geonosian die effect
4. smoke grenade: the smoke is sometimes shown and sometimes not (shadow is on and on high)

Has someone an idea why this happens, and if there is a fix for that??

Re: Effects are only shown from time to time

Posted: Sun Dec 28, 2014 10:14 am
by thelegend
I think there's an effect limit. If you set the AI to 0 then all effects should appear without any problems. But if the AI is set too high then some effects might disappear.
I often got this bug on my sky to ground maps. I set the AI sometimes too high and some shots, e.g. rocket launcher, grenade lights.. have been disappeared. I guess you need to turn the AI count down.

Re: Effects are only shown from time to time

Posted: Sun Dec 28, 2014 11:18 am
by willinator
Your problem is that too many effects are happening at once. However, reducing the AI count isn't going to help, since it is still possible to go past the limit no matter how many AI there are, since I believe the limit is cumulative over the whole match. What you can do is make some of the more effects-heavy weapons ones that the AI don't use, and that way you'll decrease total effects use.

Re: Effects are only shown from time to time

Posted: Sun Dec 28, 2014 12:04 pm
by Anakin
is there a way to raise the maximum effects?? maybe with an higher memorypool??

Re: Effects are only shown from time to time

Posted: Sun Dec 28, 2014 12:08 pm
by willinator
No, there is not.

Re: Effects are only shown from time to time

Posted: Mon Dec 29, 2014 9:32 am
by Anakin
Someone an idea if this maybe could be the problem, too??
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

I have very much of them.

btw someone an idea what is wrong with the combo??:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[54e730b0]::State[JUMPATTACK_FALL2]::InputLock unknown input 'Strafe'
Hidden/Spoiler:
[code]OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

// 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("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
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(0.15);
}

Sound("saber_swing");

Deflect()
{
DeflectAngle(70, -70); // deflect anything from rear arc
EnergyCost(4.0);
}

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}

Attack()
{
Edge(1);
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}

Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a_upper")
{
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");

Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}

// AnimatedMove();

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}

Transition("ATTACK2")
{
If()
{
Break(12, "Frames");
TimeStart(5, "Frames");
TimeEnd(14, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

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("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");

Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}

// AnimatedMove();

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(1);
DamageTime(3, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}

Transition("ATTACK3")
{
If()
{
TimeStart(4, "Frames");
TimeEnd(14, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

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

Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("com_weap_throw", 6, "Frames");

Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}

//set a duration so we will go to state RECOVER3 before the animation ends
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();

StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}

Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}

Transition("ATTACK3-C")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Reload", "Press");
}
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_swing");

Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}

AlignedToThrust();

TurnFactor(0.3);

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

Attack()
{
Edge(0);
DamageTime(27, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(30, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}

Transition("RECOVER3");
}

State("ATTACK3-B")
{
Posture("Stand");
Animation("stand_attack2c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_triple", 6, "Frames");

Deflect()
{
DeflectAngle(-70, 70); // deflect anything from forward arc
EnergyCost(4.0);
}

AlignedToThrust();

//StrafeFactor(0.5);
//TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}

Transition("IDLE");
}


State("ATTACK3-C")
{
Posture("Stand");

TurnoffLightsaber();

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

Attack()
{
AttackID("Earthquake");
DamageTime(0, 4, "Frames");
DamageLength(1.0);
DamageWidth(0.5);
Damage(1200);
}

RestartAnimation();
Duration(4, "Frames");

EnergyRestoreRate(0.0);

AnimatedMove();
//InputLock("All");

PlayExplosion();

Transition("IDLE");
}


State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");

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

Transition("IDLE");
}

State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_triple");

Deflect()
{
DeflectAngle(-160, 160); // deflect anything from forward arc
EnergyCost(4.0);
}

EnergyRestoreRate(0);

AnimatedMove()
{
VelocityZ(15.0);
VelocityFromThrust(5.0);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);

InputLock("All", "!Thrust");
Attack()
{
Edge(0);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
Edge(1);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}

Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
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_double");

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

EnergyRestoreRate(0);

Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}

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_end")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}

Sound("saber_swing");

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

EnergyRestoreRate(0);

Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}

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");

EnergyRestoreRate(0);

Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}[/code]
Hidden/Spoiler:
[code]
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_end");
Animation("stand_attack1b");
//Animation("stand_attack1a_upper")
//{
// AimType("Torso");
// 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);
//}

// 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("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
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(0.15);
}
Sound("snd_rc_vibro_attack");

//Deflect()
//{
//DeflectAngle(70, -70); // deflect anything from rear arc
//EnergyCost(4.0);
//}

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(4.0);
}

Attack()
{
Edge(0);
DamageTime(14, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(4.0);
}

Attack()
{
Edge(1);
DamageTime(5, 8, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(25, "Frames");
}
}
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a")
{
BlendInTime(0.1); // was 0.5
AimType("None");
}

Sound("snd_rc_vibro_attack");

//Deflect()
//{
//DeflectAngle(-70, 70); // deflect anything from forward arc
//EnergyCost(4.0);
//}

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

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(9.0);
VelocityFromStrafe(5.0);
}

AlignedToThrust();

Attack()
{
Edge(1);
DamageTime(2, 7, "Frames");
DamageLength(1.5);
DamageWidth(.95);
Damage(400);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(13, 17, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(13, 17, "Frames");
DamageLength(1.5);
DamageWidth(.95);
Damage(300);
Push(3.0);
}

Transition("ATTACK1_WINDDOWN")
{
If()
{
TimeStart(9, "Frames");
TimeEnd(22, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

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

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("IDLE");
}

State("ATTACK1_WINDDOWN")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("ATTACK2")
{
If()
{
Break(0.2); // break out after 0.2 seconds
}
}
}

State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
BlendTimeTo("stand_attack1a", 0.25);
}
Sound("snd_rc_vibro_attack");

//Deflect()
//{
//DeflectAngle(-70, 70); // deflect anything from forward arc
//EnergyCost(4.0);
//}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(9.0);
VelocityFromStrafe(5.0);
}

Duration(12, "Frames");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
AttackID("A2");
Edge(0);
DamageTime(9, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

// Transition("ATTACK_JUMP")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Jump", "Press");
// }
// }

// Transition("ATTACK3")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Fire", "Press");
// }
// }

// Transition("RECOVER2");

Transition("ATTACK2_LAND");
}

State("ATTACK2_LAND")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
BlendTimeTo("stand_attack1a", 0.25);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
AttackID("A2");
Edge(0);
DamageTime(9, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

Attack()
{
Edge(1);
DamageTime(12, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

// Transition("ATTACK_JUMP")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Jump", "Press");
// }
// }

Transition("ATTACK3")
{
If()
{
TimeStart("-12", "Frames");
TimeEnd(23, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}

Transition("RECOVER2");
}

//State("ATTACK_JUMP")
//{
// Posture("Jump");
// Animation("jump_backward");
// AnimatedMove() // animation controls velocity for entire state
// {
// VelocityZ(-8.0);
// VelocityX(0.0);
// VelocityFromThrust(0.0);
// VelocityFromStrafe(3.0);
// }
//
// InputLock("All", "Strafe");
// AlignedToThrust();
//
// Transition("JUMPATTACK_FALL2")
// {
// If()
// {
// Break(10, "Frames");
// Button("Fire", "Press");
// }
// }
//
// Transition("IDLE")
// {
// If()
// {
// Break(10, "Frames");
// Posture("Any", "!Jump", "!Jet");
// }
// }
//}

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("Torso");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1c", 0.5);
}
Sound("snd_rc_vibro_attack");

//Deflect()
//{
//DeflectAngle(-70, 70); // deflect anything from forward arc
//EnergyCost(4.0);
//}

//set a duration so we will go to state _LAND before the animation ends
Duration(19, "Frames");

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(9.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();

StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
Attack()
{
Edge(1);
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-0");
Edge(0);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-1");
Edge(1);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("Torso");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1c", 0.5);
}

//set a duration so we will go to state RECOVER3 before the animation ends
Duration(30, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(2.0);
VelocityFromStrafe(2.0);
}
AlignedToThrust();

//StrafeFactor(0.5);
TurnFactor(0.5);

//Deflect()
//{
//DeflectAngle(-70, 70); // deflect anything from forward arc
//EnergyCost(4.0);
//}

InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
Attack()
{
AttackID("A3-0");
Edge(0);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-1");
Edge(1);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}

//Transition("DASHATTACK")
//{
// If()
// {
// Break(25, "Frames");
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Fire", "Press");
// }
//}

Transition("RECOVER3");
}

State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");

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

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(2.0);
VelocityFromStrafe(2.0);
}

AlignedToThrust();

Transition("IDLE");
}

State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("snd_rc_vibro_attack");

//Deflect()
//{
//DeflectAngle(-110, 110); // deflect anything from forward arc
//EnergyCost(4.0);
//}

Duration(20, "Frames");
AnimatedMove()
{
VelocityZ(11.0);
VelocityX(0.0);
VelocityFromThrust(5.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

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

//Deflect()
//{
//DeflectAngle(-140, 140); // deflect anything from forward arc
//EnergyCost(2.0);
//}

Attack()
{
Edge(0);
DamageTime(4, 8, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}
Attack()
{
Edge(0);
DamageTime(10, 16, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}


Attack()
{
Edge(1);
DamageTime(6, 17, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}
Attack()
{
AttackID("Dash_RA1");
Edge(0);
DamageTime(16, 22, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}

Transition("DASHATTACK_LAND");
}

State("DASHATTACK_LAND")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
//BlendOutTime(0.10);
}

Sound("snd_rc_vibro_attack"); // the sound, that is

//Deflect()
//{
//DeflectAngle(-110, 110); // deflect anything from forward arc
//EnergyCost(4.0);
//}

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);
Duration(32, "Frames");

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

Attack()
{
AttackID("Dash_RA1");
Edge(0);
DamageTime(16, 22, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}

Attack()
{
AttackID("Dash_end_twirl");
Edge(0);
DamageTime(28, 40, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(4.0);
}


Transition("DASHATTACK_RECOVER");
}

State("DASHATTACK_RECOVER")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
//BlendOutTime(0.10);
}

//Deflect()
//{
//DeflectAngle(-110, 110); // deflect anything from forward arc
//EnergyCost(4.0);
//}

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

Attack()
{
AttackID("Dash_end_twirl");
Edge(0);
DamageTime(28, 40, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(4.0);
}

Transition("IDLE");
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
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("snd_rc_vibro_attack");

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()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
AttackId("JUMPATTACK");
DamageTime(2, 22, "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("JUMPATTACK_END")
}

// from ATTACK_JUMP only
State("JUMPATTACK_FALL2")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
AnimatedMove()
{
VelocityZ(150.0);
VelocityX(0.0);
VelocityFromThrust(0.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

Sound("snd_rc_vibro_attack");

Gravity(0.3);
GravityVelocityTarget(-2.5, "Impulse", "ZeroGravity"); // accelerate us immediately

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

Attack()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
AttackId("JUMPATTACK");
DamageTime(2, 22, "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("JUMPATTACK_END")
}

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

Sound("snd_rc_vibro_attack");

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()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
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(1.5);
DamageWidth(0.75);
Damage(800);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}

[/code]

Re: Effects are only shown from time to time

Posted: Mon Dec 29, 2014 12:14 pm
by AceMastermind
Anakin wrote:someone an idea what is wrong with the combo??:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[54e730b0]::State[JUMPATTACK_FALL2]::InputLock unknown input 'Strafe'
Hidden/Spoiler:
[code]...
State("JUMPATTACK_FALL2")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
AnimatedMove()
{
VelocityZ(150.0);
VelocityX(0.0);
VelocityFromThrust(0.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

Sound("snd_rc_vibro_attack");

Gravity(0.3);
GravityVelocityTarget(-2.5, "Impulse", "ZeroGravity"); // accelerate us immediately

InputLock("All", "Strafe"); // lock all buttons for duration of state
...
[/code]
Strafe is not listed as a valid InputLock value in combo.txt
// "All", "Any" - All controls
// "Thrust" - Thrust stick
// "Fire" - Fire button
// "FireSecondary" - Secondary fire button
// "Jump" - Jump button
// "Sprint" - Sprint button
// "Crouch" - Crouch button
// "Reload" - Reload button