hello to everybody, i have a little question.
i am using tuskencamp map's magnaguard attack, its fastest attack 1 and 2 , and recover from both, i am trying explain his attack its really fast, and i want that, because stock combos from bf2, are lower, jedi attack 1 recover 5 second, attack 2, recover.... magnaguard havent recover between attack 1 and 2, they are a real attack move, how could i did it? i tried loook combo_documentacion but i didn't find the way.
i saw other mod clone wars era mod? they get it for example her lei jedi have real attack speed.
also i am trying make block move, have dasattack anim and it make block shoots and make damage, i think i find how.
thanks in advance
Last edited by Deviss on Fri Jun 10, 2016 5:39 am, edited 1 time in total.
Ok, let's see if I can't clarify this for myself and anyone else that happens to look.
Are you:
a.) Trying to make the Attack() state longer
b.) Trying to make the Transition() longer
c.) Trying to make the whole attack process slower/longer
d.) Something else entirely
Keep in mind that a large part of how long the attack lasts is tied to the Animation itself.
From the part that I think I understood:
also i am trying make block move, have dasattack anim and it make block shoots and make damage, i think i find how.
You are trying to make the dash-attack deflect shots. If you haven't already figured this one out:
////////// This Part Here //////////
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(0.0);
}
/////////////////////////////////////
to any State(), before the last Transition()
Someone more knowledgeable can correct me if I am wrong, but I think you can also add Deflect() to a Transition() as well.
wow.... great thanks, and its:
Transition() faster
whole attack faster that is i try.
About dashattack can block but 1 only time, and block can be activated meanwhile enerybar its full but i will try your way for get it , about the first, do you mean if i search transition() and make them shorter, attack will be fast?
Within the Attack()
[code]
DamageTime(5, 9, "Frames");
[/code]
Within the Transition()
[code]
TimeStart(1, "Frames");
TimeEnd(16, "Frames");
[/code]
Within various transition states [ Like State("Recover1") ]
[code]
BlendInTime(0.15);
BlendOutTime(0.15);
[/code]
In various Attack States
[code]
Duration(20, "Frames");
[/code]
You can try changing various numbers, but like I said earlier, the main determining factor of how long the attack lasts is tied to the animation itself. I don't think lowering the start and end times for transitions will actually make things go faster.
So, perhaps your best bet would be to make a custom animation set, using some of the faster animations. Personally I like to use Obiwan Kenobi's or Mace Windu's. For example, I made a character that used only Obiwan's first and second attacks, and added a Transition() at the end of ATTACK2 that loops back to ATTACK1.
This is the combo code defining the primary attack states:
Transition("ATTACK2")
{
If()
{
TimeStart(5, "Frames");
TimeEnd(16, "Frames");
Posture("Stand");
Button("Fire", "Down"); // Used to be "Press", game apparently thinks "if it IS down"
}
}
Transition("RECOVER1");
}
Transition("ATTACK1") // used to be "ATTACK3", now loops back to "ATTACK1"
{
If()
{
TimeStart(7, "Frames");
TimeEnd(17, "Frames");
Posture("Stand");
Button("Fire", "Down"); // used to be "Press", game apparently thinks "if it IS down"
}
}
Transition("RECOVER2");
}[/code]
I changed "Press" to "Down" in each If() { Button("Fire", "Press") } argument. This looks (and feels) like a glitch, but it allows you to simply hold "Fire", while you run around the map slaughtering senseless AI.
As for telling the game to only allow a state to be activated if the energy bar is full:
Hidden/Spoiler:
[code]
Transition("DEFLECT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5);
// This line defines the minimum required energy for the character to enter block mode.
// It relates directly to the energy value for the character itself. To make the character only enter block mode when energy is full,
// this value must be set to the energy value of the character itself. If character's energy value is 100 set this value to something between 90 and 100.
Button("FireSecondary", "Press");
}
}
[/code]
I don't think there is a way to give a character a sort of reflex-block. You can try playing with durations and different trigger events, but I really don't think it is possible or practical.
Glad to be of service Deviss.
Hope this helps some more, it was a lot said, and may be slightly confusing.
EDIT: wow... many thanks for the knowledge you got i like jedis now , attack its more realistic and jedi more dangerous, also i used on melee combo attack and now they make a real fight using fists lol. many thanks