Combining Combos?

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Hebes24
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Combining Combos?

Post by Hebes24 »

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?
-_-
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Post by -_- »

Read the Jedi Creation doc.
Linus

Post by Linus »

Yes, it's possible. Edit the side_hero_JediName.combo-files...

- Linus
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Post by Hebes24 »

let me see if I undersatand this... (according to mace windu's combo)

State("CATCH_SABRE") - when you catch saber

State("IDLE") - just standing around

State("DEFLECT") - when you are deflecting stuff

State("DEFLECT_JUMP") - deflecting while jumping????

State("DEFLECT_CROUCH") - deflecting while crouching?

State("DEFLECT_ROLL") - ????

State("DEFLECT_SPRINT") - ???

State("BACK_ATTACK") - attack while backpeadling

State("ATTACK1") - first swing of standard combo (standing)

State("RECOVER1") - recover back to "idle"

State("ATTACK2") - second swing of standard combo (standing)

State("RECOVER2") - recover back to "idle"

State("ATTACK3") - third swing of standard combo (standing)

State("ATTACK3_LAND") - finish of attack 3

State("DASHATTACK") - self explanatory

State("DASHATTACK2") - second swing of dash attack

State("JUMPATTACK_FALL") - what the attack looks like when falling

State("JUMPATTACK_LAND") - what attack looks like when land

State("JUMPATTACK_LAND2") - end of jump attack ( + ground explosion)

Are my assumptions correct? If I am going to be compiloing these combos, do i need to make new animations?

(Linus, I knewabout the .combo files, I just wanted to know if it was possible :wink: )
archer01

Post by archer01 »

As others have said, it is possible. But it takes more than just editing the combo file. You have to create an animation bank that contains all the animations you wish to use.

To find out how to do this, a quote from above:
-_- wrote:Read the Jedi Creation doc.
yoyam

Post by yoyam »

Sounds hard but if you can do it all the more power to you, the jedi are in dire need of some new combos.
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Post by Hebes24 »

OK, I have a jedi, and his animations working, though for some reason when walking forward only the top half of his body moves. (pretty funny looking actually :D ) I also couldn't find luke's animations in the assets\animations\soldieranimationbank folder, is he under another name? also, it seems I don't need a combo file. is this true?? or should I make one? It seems to work fine without it (except for the problem previouslkly mentioned). :?
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Post by Rekubot »

Luke's animation bank is called human_sabre. If you'd read the Jedi Creation document you would have known that.
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Post by Hebes24 »

I did read it... must have not been paying attention to that. :?

Edot: I also named him Jai Maruk :D
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Post by Hebes24 »

OK, I have a problem: whenever I add force push to his weapons, the game crashes when I use it! It also gets rid of saber throw!! I will post the BFront2 log later....
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Post by Qdin »

did you take is as primary or secondary weapon?
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Post by Hebes24 »

Secondary. But all other jedi use com_weap_inf_force_push, I was using rep_weap_forcepush. I'll try that....

....Yup! that was the problem!! but I still need help with the animations and whether or not I need the combo file.
yoyam

Post by yoyam »

Hebes if you get some new combos worked out I would love to use them for the Swordsmen in the Helm's deep map. Cuz you obviously cant have dude running around with guns at helm's deep. That'd be wierd.

Also idk if this is possible or not but can one make it so the animation is dependent on how long the mouse button is clicked?
i.e.- hold left click .1 sec simple slash
hold left click >.2 sec slash up and then back down again
hold left click >.5 sec power attack
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Post by DeathRow »

Offtopic: yoyam, maybe vaders combo will be good for a swordsman.
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Post by Hebes24 »

this is a problem:

Image

pretty nasty, huh? when you are walking forward, on the last part of the normal combo, only the top half of his body moves!! It is fine when he is just standing still.
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Post by The_Emperor »

ouch that looks painfull
archer01

Post by archer01 »

It does that because, unless there is an explicit statement in the combo file, all animations default to "_upper" (ie use upper half of body only). Add the explicit "full" statement to fix it.
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Post by Hebes24 »

They are all "_full", that's what's wierd. Maybe it's because it was meant for the Mace Windu model, and there is a bone or something that doesn't line up.
archer01

Post by archer01 »

Does the animation state include a forced "AnimatedMove()"? If not, add it and see if that helps...

Example:
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(12.0);
VelocityFromStrafe(3.0);
}
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Post by Hebes24 »

yup, it has one:

Code: Select all

AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(8.0);
        VelocityFromStrafe(3.0);
    }
here's the entire attack3 state

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");
}
Also, when I double click on the munge.bat in the animation folder, it creates "ZenAsset.log" that says:

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?
*** 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 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
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