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Hammer is buggy? [Solved]

Posted: Sun Jun 26, 2011 3:07 pm
by Noobasaurus
So I went and downloaded a nice hammar from the assets place. (Thanks CodaRez! :wink: ) It worked in game but when I swing it at people it only gets the ones on the back end of the swing. Why?

Also, I only put it on the pilot droid and its on the super battle droid too...

Here is its odf:
Hidden/Spoiler:
[WeaponClass]

// this is always “melee” for a lightsaber
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]
//////PLS FILL IN THE THIRD PARAMETER(I.E. name of the combo file ur using; maul, obiwan, etc.)
ComboAnimationBank = "human_sabre melee gam_inf_axe"

NumDamageEdges = 1

GeometryName = "swg_p_hammer"

FirePointName = "hp_fire"

MinRange = "0"
OptimalRange = "1.5"
MaxRange = "3"

HitSound = "com_weap_inf_grenade_bounce"

OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"

// Suggested blade length
LightSaberLength = "1.0"
// How wide.
LightSaberWidth = "0.30"

Re: Hammar is buggy

Posted: Sun Jun 26, 2011 3:30 pm
by Fiodis
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.

Re: Hammar is buggy

Posted: Sun Jun 26, 2011 3:36 pm
by Noobasaurus
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.
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.

What exactly is a "pommel"?

Re: Hammer is buggy?

Posted: Sun Jun 26, 2011 4:30 pm
by Fiodis
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.

Re: Hammer is buggy?

Posted: Sun Jun 26, 2011 5:03 pm
by Noobasaurus
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.
Well, there goes my mining droid... :(

Well, thanks for clearing it up! :thumbs:

Re: Hammer is buggy? [Solved]

Posted: Mon Jun 27, 2011 2:13 pm
by Ninja
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

Re: Hammer is buggy? [Solved]

Posted: Mon Jun 27, 2011 5:58 pm
by Noobasaurus
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
Yes, yes I do have that in my lua. In fact, here is the exact code:
Hidden/Spoiler:
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

Re: Hammer is buggy? [Solved]

Posted: Mon Jun 27, 2011 7:57 pm
by Ninja
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.

Re: Hammer is buggy? [Solved]

Posted: Mon Jun 27, 2011 9:14 pm
by Noobasaurus
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.
It works perfectly now! Thank you so much! :D :D :D