saber combo ends
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osiris_113
saber combo ends
Im editing a saber combo, and at the end of it, the guy stops at the end of a swing for like 1 sec. then jumps back to idle possition. Anyone know how I can make a smooth transition from the last swing to standing possition?
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fusillade
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RE: saber combo ends
Correct me if I'm wrong anyone, but you need to count your frames. Each ATTACK has a number of frames. ATTACK 1, ATTACK 2 and ATTACK 3 use the same set of frames for the combo. I dont have example in code cause I'm in a rush....sorry
Example:
ATTACK 1 Might be 1-12 Frames
ATTACK 2 Might be 12-18 Frames
ATTACK 3 Might be 18-24 Frames
Whatever you edit out or add, the frames must fit together so that when your character stops swinging then the frame #'s should loop to the new frames you assigned. If it doesnt make sense sorry. Just remember, its a timing thing. Look at your frames, thats your answer.
Fusillade24
Example:
ATTACK 1 Might be 1-12 Frames
ATTACK 2 Might be 12-18 Frames
ATTACK 3 Might be 18-24 Frames
Whatever you edit out or add, the frames must fit together so that when your character stops swinging then the frame #'s should loop to the new frames you assigned. If it doesnt make sense sorry. Just remember, its a timing thing. Look at your frames, thats your answer.
Fusillade24
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fusillade
- Private
- Posts: 32
- Joined: Sun Sep 17, 2006 5:11 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Help with lua Memory
I'm doing a conquest Heros map. I keep crashing I think because of memory problems.
Can someone check out my lua memory and see if its cool?
I have 19 Heros I'm using, on this code they arent on teams, but they will be, plzx ignore that. Thanks.
Thanks Fusillade24
Can someone check out my lua memory and see if its cool?
I have 19 Heros I'm using, on this code they arent on teams, but they will be, plzx ignore that. Thanks.
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()
TrashStuff();
PlayAnimExtend();
PlayAnimTakExtend();
BlockPlanningGraphArcs("compactor")
OnObjectKillName(CompactorConnectionOn, "grate01")
DisableBarriers("start_room_barrier")
DisableBarriers("dr_left")
DisableBarriers("circle_bar1")
DisableBarriers("circle_bar2")
-- handle reinforcment loss and defeat condition
OnCharacterDeathTeam(function(character, killer) AddReinforcements(1, -1) end, 1)
OnTicketCountChange(function(team, count) if count == 0 then MissionDefeat(team) end end)
OnObjectRespawnName(PlayAnimExtend, "Panel-Chasm");
OnObjectKillName(PlayAnimRetract, "Panel-Chasm");
OnObjectRespawnName(PlayAnimTakExtend, "Panel-Tak");
OnObjectKillName(PlayAnimTakRetract, "Panel-Tak");
KillObject("CP6")
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
cp4 = CommandPost:New{name = "CP4"}
cp5 = CommandPost:New{name = "CP5"}
--cp6 = CommandPost:New{name = "CP6"}
cp7 = CommandPost:New{name = "CP7"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
--conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:Start()
end
function CompactorConnectionOn()
UnblockPlanningGraphArcs ("compactor")
end
--START BRIDGEWORK!
-- OPEN
function PlayAnimExtend()
PauseAnimation("bridgeclose");
RewindAnimation("bridgeopen");
PlayAnimation("bridgeopen");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection122");
DisableBarriers("BridgeBarrier");
end
-- CLOSE
function PlayAnimRetract()
PauseAnimation("bridgeopen");
RewindAnimation("bridgeclose");
PlayAnimation("bridgeclose");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection122");
EnableBarriers("BridgeBarrier");
end
--START BRIDGEWORK TAK!!!
-- OPEN
function PlayAnimTakExtend()
PauseAnimation("TakBridgeOpen");
RewindAnimation("TakBridgeClose");
PlayAnimation("TakBridgeClose");
-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection128");
DisableBarriers("Barrier222");
end
-- CLOSE
function PlayAnimTakRetract()
PauseAnimation("TakBridgeClose");
RewindAnimation("TakBridgeOpen");
PlayAnimation("TakBridgeOpen");
-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection128");
EnableBarriers("Barrier222");
end
function TrashStuff()
trash_open = 1
trash_closed = 0
trash_timer = CreateTimer("trash_timer")
SetTimerValue(trash_timer, 7)
StartTimer(trash_timer)
trash_death = OnTimerElapse(
function(timer)
if trash_open == 1 then
AddDeathRegion("deathregion")
SetTimerValue(trash_timer, 5)
StartTimer(trash_timer)
trash_closed = 1
trash_open = 0
print("death region added")
elseif trash_closed == 1 then
RemoveRegion("deathregion")
SetTimerValue(trash_timer, 15)
StartTimer(trash_timer)
print("death region removed")
trash_closed = 0
trash_open = 1
end
end,
trash_timer
)
end
function ScriptInit()
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(4000000)
ReadDataFile("ingame.lvl")
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
ReadDataFile("sound\\dea.lvl;dea1gcw")
SetMaxFlyHeight(72)
SetMaxPlayerFlyHeight (200)
AISnipeSuitabilityDist(30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",40)
SetMemoryPoolSize ("Combo::State",400)
SetMemoryPoolSize ("Combo::Transition",420)
SetMemoryPoolSize ("Combo::Condition",420)
SetMemoryPoolSize ("Combo::Attack",360)
SetMemoryPoolSize ("Combo::DamageSample",3800)
SetMemoryPoolSize ("Combo::Deflect",200)
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_bobafett",
"imp_inf_marine",
"sth_darthvader",
"sth_darthvader_nosabre",
"sth_emperor",
"sth_emperor_nosabre")
ReadDataFile("dc:SIDE\\plo.lvl",
"plo_plokoon")
ReadDataFile("dc:SIDE\\cis.lvl",
"sth_countdooku",
"sth_darthmaul",
"sth_grievous")
ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")
ReadDataFile("dc:SIDE\\rep.lvl",
"jdi_macewindu",
"jdi_anakin",
"jdi_obiwan",
"jdi_yoda",
"jdi_cloakedanakin",
"jdi_kiyadimundi")
ReadDataFile("dc:SIDE\\jj1.lvl",
"jj1_jawajedi",
"jj1_jawajedi_nosabre")
SetupTeams{
all={
team = ALL,
units = 32,
reinforcements = 150,
soldier = {"jj1_jawajedi_nosabre",7, 25},
assault = {"jdi_macewindu",1, 4},
engineer = {"",1, 4},
sniper = {"",1, 4},
officer = {"",1, 4},
special = {"",1, 4},
},
imp={
team = IMP,
units = 20,
reinforcements = 150,
soldier = {"jj1_jawajedi",5, 10},
assault = {"jdi_cloakedanakin",1, 4},
engineer = {"",1, 4},
sniper = {"",1, 4},
officer = {"",1, 4},
special = {"",1, 4},
}
}
-- Level Stats
ClearWalkers()
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 0)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 300)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 0)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 260)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)
-- Local Stats
--SetTeamName (3, "locals")
--AddUnitClass (3, "ewk_inf_trooper", 4)
--AddUnitClass (3, "ewk_inf_repair", 6)
--SetUnitCount (3, 14)
--SetTeamAsFriend(3,ATT)
--SetTeamAsEnemy(3,DEF)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest")
SetDenseEnvironment("true")
--SetStayInTurrets(1)
-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\dea.lvl", "dea1")
OpenAudioStream("sound\\dea.lvl", "dea1")
-- OpenAudioStream("sound\\cor.lvl", "dea1gcw_emt")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")
SetAmbientMusic(ALL, 1.0, "all_dea_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_dea_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2,"all_dea_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_dea_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_dea_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2,"imp_dea_amb_end", 2,1)
SetVictoryMusic(ALL, "all_dea_amb_victory")
SetDefeatMusic (ALL, "all_dea_amb_defeat")
SetVictoryMusic(IMP, "imp_dea_amb_victory")
SetDefeatMusic (IMP, "imp_dea_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
AddCameraShot(-0.404895, 0.000992, -0.514360, -0.002240, -121.539894, 62.536297, -257.699493)
--Homestead
AddCameraShot(0.040922, -0.004049, -0.994299, -0.098381, -103.729523, 55.546598, -225.360893)
--Sarlac Pit
AddCameraShot(-1.0, 0.0, -0.514360, 0.0, -55.381485, 50.450953, -96.514324)
end
