Legend Of Zelda:Hyrule Field

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archer01

Post by archer01 »

The only way I can think of making the charge sword work would be if there was a Button("Fire", "Up"); command in the combo files. If there was, you could keep cycling an animation until the button was released. You would then transition to the charge attack or idle depending on number of cycles.

Does that make any sense?

*Cont:
Is there such a command?
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Post by yankeefan05 »

-_- wrote:
Vyse wrote:Any ideas on how to do the Charged sword thingy?
Doubt it can be done. : - P
Yeah. The commands r limited, unless u use it as a secondary weapon but wont have any other weapons (besides normal sword).
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Post by Vyse »

Ok, Epena is doing a excellent job testing the map while he was testing it I worked on a sort of "Zelda Style" Dungeon. Below is a pic of only a small part of it. It will have it's own Zelda music from a familiar Zelda dungeon and Boss Music... does that mean there is a boss in it... maybe.... hee hee hee....

I don't think I'll be doing the charged sword effect. Right now I have to go to work, and then I'm going to be working on a unit I'm coverting for Teancum etc.

Image
xwingguy

Post by xwingguy »

One wierd thing about the cyclone spin:

The Chase camera in SWBF II is meant to always directly behind the character. Soo, that's gonna be really crazy spinning around.
yoyam

Post by yoyam »

xwingguy wrote:One wierd thing about the cyclone spin:

The Chase camera in SWBF II is meant to always directly behind the character. Soo, that's gonna be really crazy spinning around.
If I remember correctly the last move of Luke's attack combo is a spin attack and the camera doesnt go all funny when he spins around. For me though, I dont think that the spin is such a good idea for this map. It works in single player Zelda games b/c you can normally count on being able to walk up slowly to enemies and unleashing it or waiting for them to walk into it. But think about how that translates into MP, everyone just sitting around with their swords charged up just waiting for people to walk into it.....doesnt sound all that fun to me.
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Post by RAymo »

u could walk with the sword charged u kno :roll:

i think it would be cool. it would do more damage and such
archer01

Post by archer01 »

Hey Vyse, after being reminded of Link's spin attack, I was wonding if it was actually possible to create it in this game. Have you already created one? Because if you haven't, I took a crack at it myself (because I like trying to figure stuff out sometimes) and here's the result: http://files.filefront.com/ChargeSwordD ... einfo.html

The movement speed and a few other things probably need fixing, but since it was just an exercize I didn't bother tweeking it at all. If you like it, cool, I can send you the scripts. If you've already got something like it or don't even want to use it, that's cool too since it was fun just toying with it. :D
Protector_Pulch

Post by Protector_Pulch »

yoyam wrote:
xwingguy wrote:One wierd thing about the cyclone spin:

The Chase camera in SWBF II is meant to always directly behind the character. Soo, that's gonna be really crazy spinning around.
If I remember correctly the last move of Luke's attack combo is a spin attack and the camera doesnt go all funny when he spins around.
The difference is that:
Luke's Spin is an animation.Link's spin would be done by making him face different direction,so the camera would "follow" him unless that clone gets new animations.
yoyam

Post by yoyam »

RAymo wrote:u could walk with the sword charged u kno :roll:
yoyam wrote:It works in single player Zelda games b/c you can normally count on being able to walk up slowly to enemies and unleashing it...
dont roll your eyes at me if you're not gonna read my post..... :roll:
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Post by Teancum »

Hey Vyse -- you might look into adding a contrail effect to the tip of the Master Sword. It's as simple as placing a hardpoint in the tip of the blade, then adding the effect stuff to the sword's odf. (see how the flyers do it)
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Post by The_Emperor »

archer01 wrote:Hey Vyse, after being reminded of Link's spin attack, I was wonding if it was actually possible to create it in this game. Have you already created one? Because if you haven't, I took a crack at it myself (because I like trying to figure stuff out sometimes) and here's the result: http://files.filefront.com/ChargeSwordD ... einfo.html

The movement speed and a few other things probably need fixing, but since it was just an exercize I didn't bother tweeking it at all. If you like it, cool, I can send you the scripts. If you've already got something like it or don't even want to use it, that's cool too since it was fun just toying with it. :D
Wow! Thats awesome! You should take a good look at this Vyse this is perfect :P
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Post by yankeefan05 »

Just what the we needed. Really. Nice job archer01.

And i mean it; not sarcastic.
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Post by Adreniline »

Vyse, your map is looking AWESOME!

I know this might be alot to ask, but could I have the source files for this map and weapons? I have a friend who could probably convert this map to be BF1 compatible.
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Post by Vyse »

WOW Amazing Job Archer01!!! Did you do that by just messing with the combo file! I would love to use that in my map with your permission. Only question, would it be possible to do the double jump ability with the combo? (If not I think it'll be ok)

Once again great job! Let me know!

I don't know about releasing the source stuff, I havn't even finished it lol
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Post by yankeefan05 »

There is so much more combos from Zelda games u could put in so i wouldnt ask for everything :lol:

Whats next? Metroid Prime because u seem like a MEtroid Prime fan with Samus (or Dark Samus a)as your avatar and Tallon IV as your location. :lol: JK. Im not rushing u, so dont worry.
archer01

Post by archer01 »

Mostly the combo file. I had to make a new animation set consisting of only Dooku's final attack and the rifle's run (to overwrite the force sprint effect), everything else defaults to Luke's animations. How to mix around animation banks is in the modtools doc files (in case anyone viewing this might ask).

By "double jump" I'm assuming you mean the jumping spin attack as seen in the Smash Bros games? Well I got somthing similar to it working, but the spin animation looks kinda funky while in the air (maybe there is a better one to use?).

The new demo mod here: http://files.filefront.com/charge_djump ... einfo.html

As for the scripts, how do I get them to you Vyse? Should I e-mail them, or do you care if others see the scripts before your map release?

*Edit: I should also mention that it should be easy to map the spin attack to the secondary fire button while keeping the original jump attack on primary. Should you want that that is...
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Post by Vyse »

I don't mind if you don't so you can just upload the final to File Front. How exactly do I apply it though? Is it just swapping out the combo file and making sure the right animations are in the munged folder?
archer01

Post by archer01 »

It should be that easy. Which animation bank are you using for your units? If it isn't Luke's the damage timing will need to be changed to better match the animation. Also, should I keep the spin attack or remove/modify it? One thing's for sure, I think I will reduce the upwards velocity on the spin attack. Right now he goes so high that when he lands it HURTS.
Yocki

Post by Yocki »

as the link unit is runing with the shield in front of him, could you put the damage effect when he is sprinting and bumb into another unit, like with the droidekas?
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Post by The_Emperor »

archer01 wrote: By "double jump" I'm assuming you mean the jumping spin attack as seen in the Smash Bros games?
I thought he ment force jump, jumping once more whilst in the air (and once more ;) ) This is amazing archer01
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