Also, I only put it on the pilot droid and its on the super battle droid too...
Here is its odf:
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Nope, just used the normal gamorrean guard combo. By the "back end" of the swing I mean when you swing and when it finishes at the other side (it swings a 180 around the front, when it finishes [in that finishing area] there is a chance it might hit the person) it may or may not hit a person standing over there.Fiodis wrote:Did you make a custom combo for it? And what do you mean by the "back end" of the swing? The pommel? I haven't downloaded the asset myself, but it could be it has a misplaced hp_fire.


Well, there goes my mining droid...Fiodis wrote:http://en.wikipedia.org/wiki/Hilt#Pommel
At a guess, then, it might be a misplaced hp_fire, in which case there's not much you can do about it short of editing the model; but I'm not completely certain that's it.

Code: Select all
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
Yes, yes I do have that in my lua. In fact, here is the exact code:Ninja wrote:I noticed the [Solved] tag, but melee weapon bugs can also be caused by not having large enough combo memory pools. Do you have anything similar to this in the lua?
Code: Select all
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo


It works perfectly now! Thank you so much!Ninja wrote:This sounds like a problem I had editing combos, for part of an attack the lightsaber had no trail effect and did no damage. There might be a "glitch" (maybe intentional) in the stock guard combo, try using a different combo and animation set.