The Force Unleashed Reverse Lightsaber?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: The Force Unleashed Reverse Lightsaber?

Post by Teancum »

Testakleez wrote:so you cant add an argument in between the () in the function?
Not within the combo file. I dunno about building it that way in lua, but the combo can't pass and receive args.
Testakleez

Re: The Force Unleashed Reverse Lightsaber?

Post by Testakleez »

hey guys, do you know what this error means?
Hidden/Spoiler:
Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[c688986e]::State[[NULL]:684c30a9]::Transition: invalid state 654c2bf0 mapped to IDLE

Message Severity: 2
.\Source\Combo.cpp(3197)
Combo[c688986e]: (=) failed to add Combo::State '[NULL]' [e245242b] (101 needed)
Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DEFLECT' [e1e901c0] (106 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[IDLE]::Transition: failed to add Combo::Transition to state 'BACK_ATTACK' [2ed1f74f] (107 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[IDLE]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (108 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DASHATTACK' [749bb86d] (109 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[IDLE]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_FALL' [e245242b] (110 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (111 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_ROLL' [c88a4776] (112 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_CROUCH' [c33714b3] (113 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_JUMP' [2c310595] (114 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_SPRINT' [d5785bbd] (115 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (116 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT_JUMP]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (117 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT_CROUCH]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (118 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT_ROLL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (119 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DEFLECT_SPRINT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (120 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (121 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[BACK_ATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (122 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'ATTACK2' [59b1eddd] (123 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (124 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'RECOVER2_ATTACK' [194b5358] (125 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'RECOVER2' [75ae3ecb] (126 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[RECOVER2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (127 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[RECOVER2_ATTACK]::Transition: failed to add Combo::Transition to state 'ATTACK3' [58b1ec4a] (128 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (129 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (130 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (131 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[a11a0085]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND2' [38ef5817] (132 needed)
Message Severity: 2
.\Source\Combo.cpp(3197)
Combo[e4c031da]: (=) failed to add Combo::State 'IDLE' [c301cf93] (102 needed)
there is more, but it basically repeats itself except with Combo[#######]::State[DEFLECT]::*****:****::***

etc. etc.

and here is my combo file:
Hidden/Spoiler:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

// Throw stuff....
ThrowAnimation("stand_throw");

State("CATCH_SABRE")
{
Posture("Stand");
// Sound("saber_catch");
Animation("stand_catch")
{
AimType("None");
BlendOutTime(0.2);
}

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

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

Transition("DEFLECT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Energy(">=", 2.5); // at least half a second worth of deflect time
Button("FireSecondary", "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("Fire", "Press");
}
}

Transition("DASHATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Sprint");
Button("Fire", "Press");
}
}

Transition("JUMPATTACK_FALL")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Jump", "Jet");
//The following should be true during a jetjump, jump, or fall
// unless we're more than 0.35 seconds from the apex
//NOTE: This may not allow luke to jump attack during longer falls
// or falling from a force jump when it could.
//VelocityY(">", -6.3);
Button("Fire", "Press");
}
}
}




State("DEFLECT")
{
Posture("Stand");
Sound("imp_weap_lightsabre_block");
Animation("stand_block_idle")
{
Loop();
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
LowResPose(0, "Frames");
}

Duration(0.0); // infinite duration, looping anim

InputLock(0.0, "All", "!Thrust"); // lock all but move controller for duration of state
EnergyRestoreRate(-10.0); // drain energy while ready to deflect
Deflect()
{
DeflectAngle(-180, 180); // deflect anything from forward arc
EnergyCost(0.0);

DeflectAnimation("stand_block_front1", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_front2", "Forward")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left1", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_left2", "Left")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right1", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
DeflectAnimation("stand_block_right2", "Right")
{
// AimType("Torso");
BlendInTime(0.00);
BlendOutTime(0.05);
LowResPose(5, "Frames");
}
}

Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Fire", "Press");
}
}

Transition("DEFLECT_ROLL") // same as the code checking for rolling
{
EnergyCost(25.0);
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
Thrust(">", 0.9);
ThrustAngle(-120, 120);
}
}

Transition("DEFLECT_CROUCH")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Crouch", "Press");
}
}

Transition("DEFLECT_JUMP")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Jump", "Press");
}
}

Transition("DEFLECT_SPRINT")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Button("Sprint", "Down");
}
}

Transition("IDLE")
{
If()
{
Break();
Energy("<=", 0.0); // if no energy left
}
Or()
{
Break(20, "Frames"); // all transitions are breaking if Duration is 0
Button("FireSecondary", "Up");
}
Or()
{
Break(); // all transitions are breaking if Duration is 0
Button("Reload", "Press");
}
}
}

State("DEFLECT_JUMP")
{
Posture("Jump");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_CROUCH")
{
Posture("Crouch");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_ROLL")
{
Posture("Roll");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("DEFLECT_SPRINT")
{
Posture("Sprint");

MustShowOneFrame();

Transition("IDLE")
{
If()
{
Break(1, "Frames");
}
}
}

State("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("saber_swing");

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

DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}



Transition("IDLE");
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1a");
Animation("stand_attack1a_end");
Animation("stand_attack1b");
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
Posture("Stand");
Animation("stand_dashattack_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_dashattack_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Sound("saber_swing");

// AnimatedMove();
Deflect()
{
DeflectAngle(-110, 110);
EnergyCost(0.0);
}
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{

DamageTime(2, 45, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(500);
Push(5.0);
}

Transition("ATTACK2")
{
If()
{
Break(12, "Frames");
TimeStart(5, "Frames");
TimeEnd(50, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

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

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

Attack()
{
DamageTime(2, 45, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(5.0);
}

Transition("IDLE");
}

State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1a")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("saber_swing");

// AnimatedMove();

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

DamageTime(3, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(3.0);
}


Transition("ATTACK3")
{
If()
{
Break(14, "Frames");
TimeStart(4, "Frames");
TimeEnd(19, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

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

Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_attack_three");

//set a duration so we will go to state RECOVER3 before the animation ends
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(12.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();

//StrafeFactor(0.5);
//TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
DamageTime(4, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}
Attack()
{
AttackID("Attack3-1");
DamageTime(19, 23, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}
Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}

Transition("ATTACK4-A")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("FireSecondary", "Hold");
}
}

Transition("RECOVER3");
}



State("ATTACK3-B")
{
Posture("Stand");
Animation("stand_attack2c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_triple", 6, "Frames");
Duration(26, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();


StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{

DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack2c")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
}
Sound("saber_swing");

AlignedToThrust();

TurnFactor(0.3);

InputLock("All", "!Thrust"); // lock all controls for duration of state

Attack()
{
DamageTime(27, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Transition("RECOVER4");
}


State("RECOVER3")
{
Posture("Stand");
Animation("stand_attack1c");

Duration(37, "Frames");

AlignedToThrust();

Attack()
{
AttackID("Attack3-1");
DamageTime(19, 23, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(600);
Push(5.0);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}

ThrustFactor(0.0);
TurnFactor(0.1);

Transition("RECOVER3_WALK");
// {
// If()
// {
// Break(40, "Frames");
// ButtonsPressed("Any");
// }
// }
}


State("RECOVER3_WALK")
{
Posture("Stand");
Animation("stand_attack1c");

AlignedToThrust();

Transition("IDLE");
}


State("RECOVER4")
{
Posture("Stand");
Animation("stand_attack2c");

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

Transition("IDLE");
}

State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack2")
{
AimType("FullBody");
BlendInTime(0.10);
BlendOutTime(0.25);
}
Sound("saber_triple");

EnergyRestoreRate(0);

AnimatedMove()
{
VelocityZ(15.0);
VelocityFromThrust(5.0);
If()
{
Break(27, "Frames");
}
}
TurnFactor(0.3);

InputLock("All", "!Thrust");
Attack()
{
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(500);
Push(5.0);
}

Transition("IDLE");
{
If()
{
Break(30, "Frames");
ButtonsPressed("Any");
}
}
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");

State("JUMPATTACK_FALL")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
Sound("saber_double");

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

EnergyRestoreRate(0);

Attack()
{
AttackId("JUMPATTACK_E0");
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}


Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("JUMPATTACK_END")
}

State("JUMPATTACK_END")
{
Posture("Jump");
Animation("jumpattack_end")
{
AimType("None");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}

Sound("saber_swing");

Gravity(2.0);
GravityVelocityTarget(-20.0); // accelerate us to 20m/s down at 2 g's
Duration(15, "Frames");
AnimatedMove();
InputLock("All", "!Thrust"); // lock all buttons for duration of state

EnergyRestoreRate(0);

Attack()
{
AttackId("JUMPATTACK_E0");

DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}


Transition("JUMPATTACK_LAND")
{
If()
{
Break();
Posture("Stand");
}
}
Transition("IDLE")
{
If()
{
Break();
Posture("Any", "!Stand", "!Jump", "!Jet");
}
}
Transition("IDLE");
}

State("JUMPATTACK_LAND")
{
Posture("Stand");

Animation("jumpattack_land")
{
AimType("FullBody");
SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

AnimatedMove();
InputLock("All");

EnergyRestoreRate(0);

PlayExplosion();

Attack()
{
AttackId("JUMPATTACK_E0");

DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}


State("ATTACK4-A")
{
Posture("Stand");

Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

Attack()
{
AttackID("Earthquake");
DamageTime(0, 4, "Frames");
DamageLength(1.0);
DamageWidth(0.5);
Damage(1200);
}

RestartAnimation();
Duration(4, "Frames");

EnergyRestoreRate(0.0);

AnimatedMove();
InputLock("All");
PlayExplosion();
Transition("ATTACK4-B");
}

State("ATTACK-4-B")
{
Posture("Stand");

Attack()
{
AttackID("Earthquake");
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.5);
Damage(0);
}


Animation("jumpattack_land")
{
AimType("FullBody");
//SyncType("jumpattack_land", "ByTime");
BlendInTime(0.00);
BlendOutTime(0.20);
}

EnergyRestoreRate(0.0);

PlayExplosion(); // yep...

AnimatedMove();
InputLock("All");


}
the only thing that goes wrong is that when i jump, my jedi will float slowly down and somewhat lose control of him, and when i transition to attack4-a, cuz my jedi bends his back all funny and sometimes it crashes
Post Reply