Explorations in .Combo editing

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MetalcoreRancor
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Explorations in .Combo editing

Post by MetalcoreRancor »

Ok, this isnt as much a problem as it is a question.

I am now very good at editing .combos as I have been exploring the various buttons and how I can assign attacks to them, and while exploring the documentation, I found this handy little section.
/ButtonsPressed("<button>"[, "<button>"][, ...]);
//ButtonsReleased("<button>"[, "<button>"][, ...]);
// Set a condition on any of a number of buttons being
// pressed or released. This condition differs from
// Button in the following ways:
// It does not consume button events; this makes it
// possible to test a button but leave it in the
// queue to trigger a transition from the following
// state.
// It can test multiple buttons simultaneously.
// If both ButtonsPressed and ButtonsReleased conditions
// are present, they are evaluated collectively; i.e.
// if any button in the ButtonPressed list was
// pressed or any button in the ButtonReleased list
// was released, this part of the condition passes.
// <button> string param; values one or more of:
// "Fire" - Fire button
// "FireSecondary" - Secondary fire button
// "Jump" - Jump button
// "Sprint" - Sprint button
// "Crouch" - Crouch button
// "Reload" - Reload button
// "All", "Any" - Any button
// "!<button>" - Remove this button from the list;
// useful with "Any".
ButtonsPressed("All", "!Reload"); // any button but reload was pressed
ButtonsReleased("Fire"); // or fire was released
Now, by using this code structure, am I able to make combinations of buttons, that when all pressed, can trigger another state? If so, I am indeed able to make alot of variations of attacks, yes?

I shall explain a bit of what I have found so you can see from my perspective what I am talking about.

Code: Select all

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

    Transition("PRIM_ATTACK")
    {
        If()
        {
         
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Button("Fire", "Press");
        }
    }
    
    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("FireSecondary", "Press");
        }
    }
    Transition("THIRDATTACK1")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Button("Reload", "Tap");
        }
    }
    
}
What I have done is remove block, and some other animations, in favour of having the ability to choose a multitude of attacks. In this combo's instance I armed the character with 2 dash attack states and a regular attack set, each dash attack available by a button as well as the regular.

What I wish to do is set the Obiwan dash to a combination of buttons, so it is actually like you have to put effort to obtain a stronger attack.

Anyways, I hope you guys know what Im talking about.
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Re: Explorations in .Combo editing

Post by The_Emperor »

Yup, that should be possible. Combos have been done in the conv. pack too (ti and fisto)

Sounds nice, but be carefull it won't swallow too much memory if you make too many combos:P

Then again don't listnen to me I don't know much about this.
MetalcoreRancor
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Re: Explorations in .Combo editing

Post by MetalcoreRancor »

That's why I have cut out unneeded animations. I sacrificed jumps, blocks, and such, for attacks. Well, they might be needed for Jedi, but these heros are for my new map project that is top secret until I have some really good stuff to show.

So yeah, I did try it out and it does work, although It will require some editing to make it hard to pull off.
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