Combining Combos?
Posted: Sat Aug 05, 2006 9:50 am
Would it be possible to combine cetain aspects of a jedi's combo into another? Like, give a Jedi Mace Windu's standing combo, Obi-Wan's sprint move, and Luke's aireal move?
-_- wrote:Read the Jedi Creation doc.

Code: Select all
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}Code: Select all
State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_attack_three", 10, "Frames");
//set a duration so we will go to state RECOVER3 before the animation ends
Duration(18, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(8, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}
Attack()
{
AttackID("MaceA3");
DamageTime(16, 28, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}
Transition("ATTACK3_LAND");
}
State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_attack_three");
//set a duration so we will go to state RECOVER3 before the animation ends
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
Until()
{
Break(28, "Frames");
}
}
AlignedToThrust();
TurnFactor(0.5);
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
AttackID("MaceA3");
DamageTime(16, 28, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}
Transition("IDLE");
}
Code: Select all
-- Processing directory C:\BF2_ModTools\data_TST\Animations\SoldierAnimationBank\ultra_jedi
Processing file basepose.msh, will save in .\\\ultra_jedi.zaf
*** WARNING: Skin model segment 0 has too many/few vert colors?
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*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few UVs?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
*** WARNING: Skin model segment 0 has too many/few vert weights?
*** WARNING: Skin model segment 0 has too many/few vert colors?
.*** WARNING: Animation <ultra_jedi_sabre_jumpattack_end_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_jumpattack_fall_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_jumpattack_land_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_landhard_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_landsoft_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_attack1a_end_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_attack1a_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_attack1b_end_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_attack1b_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_attack1c_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_dashattack_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_idle_emote_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_runforward_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
.*** WARNING: Animation <ultra_jedi_sabre_stand_walkforward_full> has a framerate <29.970030> that isn't 30fps. Framerate correction code has not been done yet
WARNING: IntRangeCheck(): value for "UnitFloatToInt()" out of range. Range is 12 bits [-2048,2047], value is -2123.
WARNING: DiffCompQuat(): out of range value (above) is for anim="ultra_jedi_sabre_stand_attack1c_full", joint="bone_l_clavicle", frame=18, dim=0
WARNING: IntRangeCheck(): value for "UnitFloatToInt()" out of range. Range is 12 bits [-2048,2047], value is -2609.
WARNING: DiffCompQuat(): out of range value (above) is for anim="ultra_jedi_sabre_stand_attack1c_full", joint="bone_l_clavicle", frame=18, dim=2