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Combos- Idle Deflection

Posted: Thu Aug 16, 2007 9:25 pm
by broomfighter
im trying to make saberblock automatic so i added the deflect stuff to the idle state, and it deflects
so the only problem is that the anim is gone
my guess is that the idle state doesnt allow anims
any ideas?
heres my .combo

Code: Select all

OffhandAnimation("stand_useforce", "FIRE")
{
    Loop("FinalFrame");
    AimType("Torso");
    BlendInTime(0.15);
    BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

State("IDLE")
{
    Duration(0.0);  // infinite duration
    EnergyRestoreRate();    // (0.0, "FromSoldier")
    InputLock(0.15, "Sprint", "Jump", "Crouch");

    //TurnOffLightsaber();

    Deflect()
    {
        DeflectAngle(-110, 110);    // deflect anything from forward arc
        EnergyCost(-10.0);

        DeflectAnimation("stand_block_front1", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_front2", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left1", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left2", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right1", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right2", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
    }


    Transition("DEFLECT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Energy(">=", 2.5);  // at least half a second worth of deflect time 
            Button("FireSecondary", "Press");
        }
    }
    Transition("DEFLECT2")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Energy(">=", 2.5);  // at least half a second worth of deflect time 
            Button("Fire", "Hold");
        }
    }
    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("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);
            TimeInPosture(">", 0.25);
            Button("Fire", "Press");
        }
    }

}

    Transition("DEFLECT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Energy(">=", 2.5);  // at least half a second worth of deflect time 
            Button("FireSecondary", "Press");
        }
    }
    Transition("DEFLECT2")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Energy(">=", 2.5);  // at least half a second worth of deflect time 
            Button("Fire", "Hold");
        }
    }
    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("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);
            TimeInPosture(">", 0.25);
            Button("Fire", "Press");
        }
    }

}

State("DEFLECT")
{
    Posture("Stand");
    Sound("imp_weap_lightsabre_block");

    //TurnoffLightsaber();

    Animation("stand_block_idle")
    {
        Loop();
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
        LowResPose(0, "Frames");
    }

    Duration(0.0);  // infinite duration, looping anim

    InputLock(0.0, "All", "!Thrust");   // lock all but move controller for duration of state
    EnergyRestoreRate(0.0);    // drain energy while ready to deflect
    Deflect()
    {
        DeflectAngle(-110, 110);    // deflect anything from forward arc
        EnergyCost(-10.0);

        DeflectAnimation("stand_block_front1", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_front2", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left1", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left2", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right1", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right2", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
    }

    Transition("ATTACK1")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Fire", "Press");
        }
    }
    Transition("DEFLECT_ROLL") // same as the code checking for rolling
    {
        EnergyCost(25.0);
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
	    Thrust(">", 0.9);
            ThrustAngle(-120, 120);
        }
    }
    Transition("DEFLECT_CROUCH")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
        }
    }
    Transition("DEFLECT_JUMP")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Jump", "Press");
        }
    }
    Transition("DEFLECT_SPRINT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Sprint", "Down");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Energy("<=", 0.0);          // if no energy left
        }
        Or()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Posture("Sprint");
        }
        Or()
        {
            Break(20, "Frames");    // all transitions are breaking if Duration is 0 
            Button("FireSecondary", "Press");
        }
        Or()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Reload", "Press");
        }
    }
}

State("DEFLECT2")
{
    Posture("Stand");
    Sound("imp_weap_lightsabre_block");

    //TurnoffLightsaber();

    Animation("stand_block_idle")
    {
        Loop();
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
        LowResPose(0, "Frames");
    }

    Duration(0.0);  // infinite duration, looping anim

    InputLock(0.0, "All", "!Thrust");   // lock all but move controller for duration of state
    EnergyRestoreRate(0.0);    // drain energy while ready to deflect
    Deflect()
    {
        DeflectAngle(-110, 110);    // deflect anything from forward arc
        EnergyCost(5.0);

        DeflectAnimation("stand_block_front1", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_front2", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left1", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left2", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right1", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right2", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
    }

    Transition("ATTACK1")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Fire", "Press");
        }
    }
    Transition("DEFLECT_ROLL") // same as the code checking for rolling
    {
        EnergyCost(25.0);
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
	    Thrust(">", 0.9);
            ThrustAngle(-120, 120);
        }
    }
    Transition("DEFLECT_CROUCH")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
        }
    }
    Transition("DEFLECT_JUMP")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Jump", "Press");
        }
    }
    Transition("DEFLECT_SPRINT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Sprint", "Down");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Energy("<=", 0.0);          // if no energy left
        }
        Or()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Posture("Sprint");
        }
        Or()
        {
            Break(20, "Frames");    // all transitions are breaking if Duration is 0 
            Button("FireSecondary", "Press");
        }
        Or()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Reload", "Press");
        }
    }
}

State("DEFLECT_JUMP")
{
    Posture("Jump");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_CROUCH")
{
    Posture("Crouch");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_ROLL")
{
    Posture("Roll");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_SPRINT")
{
    Posture("Sprint");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

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

    Sound("saber_double", 4, "Frames");

    AnimatedMove()
    {
        VelocityZ(15.0);
        VelocityX(0.0);
        VelocityFromThrust(5.0);
        VelocityFromStrafe(1.0);
        If()
        {
            Break(15, "Frames");
        }
    }
    TurnFactor(0.3);

    InputLock("All", "!Thrust");
    Attack()
    {
        DamageTime(5, 11, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(400);
	Push(8.0);
    }

    Attack()
    {
        DamageTime(13, 18, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(400);
	Push(8.0);
    }

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

State("BACK_ATTACK")
{
    Posture("Stand");
    Animation("stand_attack_backwards")
    {	
	BlendInTime(0.15);
	BlendOutTime(0.15);
    }

    Sound("saber_double", 4, "Frames");

    Duration(35, "Frames");

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
        DamageTime(6, 10, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(6.0);
    }

    Attack()
    {
        DamageTime(17, 22, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(6.0);
    }

    Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_vaderdash");
Animation("stand_obiwan1b");
Animation("stand_obiwan1b_end");
Animation("stand_gam_guard");

// Vader's dash attack - NOT _full
State("ATTACK1")
{
    Posture("Stand");
    Animation("stand_vaderdash")
    {
       //SyncType("sidious1");
       BlendInTime(0.15);
       BlendOutTime(0.15);
       BlendTimeTo("stand_obiwan1b", 0.15);
    }

    Sound("saber_swing");

    AlignedToThrust();

    Attack()
    {
        DamageTime(2, 7, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
        Damage(300);
	Push(5.0);
    }

    Transition("ATTACK2")
    {
        If()
        {
	    Break(13, "Frames");
            TimeStart(5, "Frames");
            TimeEnd(20, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Fire", "Press");
        }
    }
    Transition("IDLE");
}

// Obiwan final attack - _full
State("ATTACK2")
{
    Posture("Stand");
    Animation("stand_obiwan1b")
    {
        //SyncType("sidious1");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
	BlendTimeTo("stand_gam_guard", 0.3);
	BlendTimeTo("stand_obiwan1b_end", 0.0);
    }
    Sound("saber_swing");

    //set a duration 
    AlignedToThrust();

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

    Attack()
    {
        DamageTime(-3, 7, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(5.0);
    }

    Transition("RECOVER2_ATTACK")
    {
        If()
        {
	    Break(16, "Frames");
            TimeStart(6, "Frames");
            TimeEnd(16, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Fire", "Press");
        }
    }

    Transition("RECOVER2");
}

State("RECOVER2")
{
    Posture("Stand");
    Animation("stand_obiwan1b_end")
    {
//      SyncType("attack1c", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
	BlendTimeTo("stand_gam_guard", 0.3);
    }

    AlignedToThrust();

    Transition("IDLE");
}

State("RECOVER2_ATTACK")
{
    Posture("Stand");
    Animation("stand_obiwan1b_end")
    {
//      SyncType("attack1c", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
	BlendTimeTo("stand_gam_guard", 0.3);
    }

    AlignedToThrust();

    Duration(7, "Frames");

    Transition("ATTACK3");
}

State("ATTACK3")
{
    Posture("Stand");
    Animation("stand_gam_guard")
    {
//      SyncType("attack1c", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.3);
    }
    Sound("saber_swing", 6, "Frames");

    //set a duration
    //Duration(30, "Frames");
    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(6.0);
        VelocityFromStrafe(2.0);
    }
    AlignedToThrust();

    TurnFactor(0.5);

    Duration(45, "Frames");

    InputLock("All", "!Thrust");    // lock all controls for duration of state
    Attack()
    {
        DamageTime(14, 24, "Frames");
        DamageLength(1.5);
        DamageWidth(1.25);
        Damage(600);
	Push(10.0);
    }

    Transition("IDLE");
}

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

State("JUMPATTACK_FALL")
{
    Posture("Jump");

    TurnoffLightsaber();

    Animation("jumpattack_fall")
    {
        Loop("FinalFrame");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
//      BlendTimeTo("jumpattack_land", 0.15);
    }

    Sound("com_weap_throw");

    Duration(0);


    EnergyRestoreRate(0.0);

    Gravity(4.0);
    GravityVelocityTarget(-20.0);   // accelerate us 
    AnimatedMove();
    InputLock("All", "!Thrust");    // lock all buttons for duration of state

    Transition("JUMPATTACK_LAND")
    {
        If()
        {
            Break();
            Posture("Stand");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Posture("Any", "!Stand", "!Jump", "!Jet");
        }
    }
}

State("JUMPATTACK_LAND")
{
    Posture("Stand");

    TurnoffLightsaber();

    Animation("jumpattack_land")
    {
        AimType("FullBody");
        //SyncType("jumpattack_land", "ByTime");
        BlendInTime(0.00);
        BlendOutTime(0.20);
    }

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

    EnergyRestoreRate(0.0);

    AnimatedMove();
    InputLock("All");

    Transition("JUMPATTACK_LAND2");
}

State("JUMPATTACK_LAND2")
{
    Posture("Stand");

    TurnoffLightsaber();

    Animation("jumpattack_land")
    {
        AimType("FullBody");
        //SyncType("jumpattack_land", "ByTime");
        BlendInTime(0.00);
        BlendOutTime(0.20);
    }

    EnergyRestoreRate(0.0);

    PlayExplosion(); // yep...

    AnimatedMove();
    InputLock("All");
}


Posted: Thu Aug 16, 2007 9:37 pm
by Maveritchell

Code: Select all

    Posture("Stand"); 
    Sound("imp_weap_lightsabre_block"); 

    //TurnoffLightsaber(); 

    Animation("stand_block_idle") 
    { 
        Loop(); 
        AimType("None"); 
        BlendInTime(0.15); 
        BlendOutTime(0.15); 
        LowResPose(0, "Frames"); 
    } 
Maybe if you added in a default posture to the idle state, like what's at the top of the Deflect state. Not completely sure; I've never tried this before.

Posted: Thu Aug 16, 2007 9:43 pm
by Syth
What Maveritchell said might work. I got the same problem before when I tried this. But funny enough, after I killed the jedi with the modified anim the the block anims would work while he was nealing down dead... which was weird.

Posted: Thu Aug 16, 2007 10:03 pm
by Zaniac
I would try not making idle the starting state and make Deflect the starting state.
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

State("DEFLECT")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");

//TurnoffLightsaber();

Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}

Duration(0.0); // infinite duration, looping anim

InputLock(0.0, "All", "!Thrust"); // lock all but move controller for duration of state
EnergyRestoreRate(0.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(-10.0);

DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")

(And all the other deflections)

Transition("DEFLECT2")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("Fire", "Hold");
}
}
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");
(And so on)
If it works it would keep your character in the deflect animations the entire time so if you want him to switch between idle and deflect animations then I would do what Maveritchell said to do

Posted: Thu Aug 16, 2007 10:48 pm
by broomfighter
im trying to test it, but i keep getting this weird bug where visualmunge wont munge ___shell.lvl
has this happened to anyone?

@zaniac- isnt Idle always the first anim, no matter where its placed in the combo?

Posted: Fri Aug 17, 2007 5:59 pm
by ARC_Commander
Might wanna check the "shell" box in the VisualMunge, if you haven't already. Or you could send 'em to me and I'll see if they work.

Off-topic: Is my avatar too big?

Posted: Fri Aug 17, 2007 7:10 pm
by -_-
yes.

Posted: Fri Aug 17, 2007 9:22 pm
by broomfighter
nope im afraid that neither solution worked
i tried adding an automatic transition to deflect but that didn't work either
hmm


Off-Topic- Awesome avatar ARC_Commander lol

Posted: Fri Aug 17, 2007 10:15 pm
by Zaniac
hmmm... Try keeping the combo file the same, with idle state deflecting everything, then in ModID/Animations/SoliderAnimationBank/CharacterName, deleting the animation file (charactername)_sabre_stand_idle_emote_full then renaming the animation file charactername_sabre_stand_block_idle_full to charactername_sabre_stand_idle_emote_full.

Posted: Sat Aug 18, 2007 1:41 pm
by broomfighter
good idea!

Edit- Nope

Posted: Sat Aug 18, 2007 9:21 pm
by Zaniac
Darn, that's disappointing. Well the only other thing I could think of to get you close to what you want to achieve is just set the energy cost of the Deflect State to 0. Then the AI will go into and stay in deflect when they are approaching enemies and stay in deflect until they attack, crouch, jump, or press deflect again. (Unless I'm wrong like the last two times :roll: ) If you want the jedi to always deflect so that they won't die you could always just add the AddHealth = # line in the odf.

Posted: Sat Aug 18, 2007 10:45 pm
by ARC_Commander
They'll be impossible to kill, though. Hmm... @broomfighter: does the fire hold deflection work?

Posted: Sat Aug 18, 2007 10:54 pm
by broomfighter
well thats the thing
energy cost was already at 0
its probably due to all the animations related to idle
jump,run,crouch
i guess this is just impossible

Edit- just saw your post arc_commander
ya that was the easy part

Posted: Sun Aug 19, 2007 12:02 am
by Zaniac
Did you change the energy line since you posted the original combo? Cause I was looking this:
State("DEFLECT")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");

//TurnoffLightsaber();

Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}

Duration(0.0); // infinite duration, looping anim

InputLock(0.0, "All", "!Thrust"); // lock all but move controller for duration of state
EnergyRestoreRate(0.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(-10.0);
To bad nothing work out for you, good luck with the rest of your combo-ing

Posted: Sun Aug 19, 2007 12:36 am
by broomfighter
ya i changed it
thanks