saber attack how make it fastest [Solved]

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Deviss
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saber attack how make it fastest [Solved]

Post by Deviss »

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.
Samee3
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Re: saber attack how make it fastest

Post by Samee3 »

:? :? :? :? :?
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:
Hidden/Spoiler:
[code]State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_triple");
EnergyRestoreRate(-40.0);

////////// This Part Here //////////
Deflect()
{
DeflectAngle(-110, 110); // deflect anything from forward arc
EnergyCost(0.0);
}
/////////////////////////////////////

Duration(26, "Frames");
AnimatedMove()
{
VelocityZ(13.0);
VelocityX(0.0);
VelocityFromThrust(3.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

InputLock("All", "!Thrust");

// back arms twirl (front arms trail behind - no damage right now)
Attack()
{
Edge(3);
DamageTime(6, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(5.0);
}
Attack()
{
Edge(2);
DamageTime(8, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(5.0);
}
Attack()
{
Edge(3);
DamageTime(12, 15, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(5.0);
}
Attack()
{
Edge(2);
DamageTime(15, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(5.0);
}
Attack()
{
Edge(3);
DamageTime(21, 23, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(5.0);
}
Transition("DASHATTACK2")
{
If()
{
TimeStart(10, "Frames");
TimeEnd(27, "Frames"); //, "SyncIfOvertime");
Button("Fire", "Press");
}
}
Transition("IDLE");
}
[/code]
Simply add

Code: Select all

 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.

As a final note, this may be useful: http://www.gametoast.com/viewtopic.php?p=217750#p217750
Deviss
Master of the Force
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Joined: Tue Aug 12, 2008 7:59 pm
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Re: saber attack how make it fastest

Post by Deviss »

wow.... great :D 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?
Samee3
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Re: saber attack how make it fastest

Post by Samee3 »

Here are some ideas:
Hidden/Spoiler:
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:
Hidden/Spoiler:
[code]
State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a");
Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}

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");
}

State("RECOVER1")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.15); // 0.15
BlendOutTime(0.15);// 0.15
}

InputLock("All", "!Thrust");
AlignedToThrust();

Transition("IDLE");
}

State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06); // 0.06
BlendOutTime(0.15); // 0.15
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(7, 12, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}

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.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: saber attack how make it fastest [Solved]

Post by Deviss »

EDIT: wow... many thanks for the knowledge you got i like jedis now :D , 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 :D
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