Legend Of Zelda:Hyrule Field
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archer01
The only way I can think of making the charge sword work would be if there was a Button("Fire", "Up"); command in the combo files. If there was, you could keep cycling an animation until the button was released. You would then transition to the charge attack or idle depending on number of cycles.
Does that make any sense?
*Cont:
Is there such a command?
Does that make any sense?
*Cont:
Is there such a command?
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yankeefan05
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Vyse
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Ok, Epena is doing a excellent job testing the map while he was testing it I worked on a sort of "Zelda Style" Dungeon. Below is a pic of only a small part of it. It will have it's own Zelda music from a familiar Zelda dungeon and Boss Music... does that mean there is a boss in it... maybe.... hee hee hee....
I don't think I'll be doing the charged sword effect. Right now I have to go to work, and then I'm going to be working on a unit I'm coverting for Teancum etc.

I don't think I'll be doing the charged sword effect. Right now I have to go to work, and then I'm going to be working on a unit I'm coverting for Teancum etc.
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xwingguy
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yoyam
If I remember correctly the last move of Luke's attack combo is a spin attack and the camera doesnt go all funny when he spins around. For me though, I dont think that the spin is such a good idea for this map. It works in single player Zelda games b/c you can normally count on being able to walk up slowly to enemies and unleashing it or waiting for them to walk into it. But think about how that translates into MP, everyone just sitting around with their swords charged up just waiting for people to walk into it.....doesnt sound all that fun to me.xwingguy wrote:One wierd thing about the cyclone spin:
The Chase camera in SWBF II is meant to always directly behind the character. Soo, that's gonna be really crazy spinning around.
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RAymo
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archer01
Hey Vyse, after being reminded of Link's spin attack, I was wonding if it was actually possible to create it in this game. Have you already created one? Because if you haven't, I took a crack at it myself (because I like trying to figure stuff out sometimes) and here's the result: http://files.filefront.com/ChargeSwordD ... einfo.html
The movement speed and a few other things probably need fixing, but since it was just an exercize I didn't bother tweeking it at all. If you like it, cool, I can send you the scripts. If you've already got something like it or don't even want to use it, that's cool too since it was fun just toying with it.
The movement speed and a few other things probably need fixing, but since it was just an exercize I didn't bother tweeking it at all. If you like it, cool, I can send you the scripts. If you've already got something like it or don't even want to use it, that's cool too since it was fun just toying with it.
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Protector_Pulch
The difference is that:yoyam wrote:If I remember correctly the last move of Luke's attack combo is a spin attack and the camera doesnt go all funny when he spins around.xwingguy wrote:One wierd thing about the cyclone spin:
The Chase camera in SWBF II is meant to always directly behind the character. Soo, that's gonna be really crazy spinning around.
Luke's Spin is an animation.Link's spin would be done by making him face different direction,so the camera would "follow" him unless that clone gets new animations.
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yoyam
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The_Emperor
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Wow! Thats awesome! You should take a good look at this Vyse this is perfectarcher01 wrote:Hey Vyse, after being reminded of Link's spin attack, I was wonding if it was actually possible to create it in this game. Have you already created one? Because if you haven't, I took a crack at it myself (because I like trying to figure stuff out sometimes) and here's the result: http://files.filefront.com/ChargeSwordD ... einfo.html
The movement speed and a few other things probably need fixing, but since it was just an exercize I didn't bother tweeking it at all. If you like it, cool, I can send you the scripts. If you've already got something like it or don't even want to use it, that's cool too since it was fun just toying with it.
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yankeefan05
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Adreniline
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Vyse
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WOW Amazing Job Archer01!!! Did you do that by just messing with the combo file! I would love to use that in my map with your permission. Only question, would it be possible to do the double jump ability with the combo? (If not I think it'll be ok)
Once again great job! Let me know!
I don't know about releasing the source stuff, I havn't even finished it lol
Once again great job! Let me know!
I don't know about releasing the source stuff, I havn't even finished it lol
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yankeefan05
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archer01
Mostly the combo file. I had to make a new animation set consisting of only Dooku's final attack and the rifle's run (to overwrite the force sprint effect), everything else defaults to Luke's animations. How to mix around animation banks is in the modtools doc files (in case anyone viewing this might ask).
By "double jump" I'm assuming you mean the jumping spin attack as seen in the Smash Bros games? Well I got somthing similar to it working, but the spin animation looks kinda funky while in the air (maybe there is a better one to use?).
The new demo mod here: http://files.filefront.com/charge_djump ... einfo.html
As for the scripts, how do I get them to you Vyse? Should I e-mail them, or do you care if others see the scripts before your map release?
*Edit: I should also mention that it should be easy to map the spin attack to the secondary fire button while keeping the original jump attack on primary. Should you want that that is...
By "double jump" I'm assuming you mean the jumping spin attack as seen in the Smash Bros games? Well I got somthing similar to it working, but the spin animation looks kinda funky while in the air (maybe there is a better one to use?).
The new demo mod here: http://files.filefront.com/charge_djump ... einfo.html
As for the scripts, how do I get them to you Vyse? Should I e-mail them, or do you care if others see the scripts before your map release?
*Edit: I should also mention that it should be easy to map the spin attack to the secondary fire button while keeping the original jump attack on primary. Should you want that that is...
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Vyse
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archer01
It should be that easy. Which animation bank are you using for your units? If it isn't Luke's the damage timing will need to be changed to better match the animation. Also, should I keep the spin attack or remove/modify it? One thing's for sure, I think I will reduce the upwards velocity on the spin attack. Right now he goes so high that when he lands it HURTS.
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Yocki
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The_Emperor
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