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MK Project: Modding Issues I Would Like Help With
Posted: Mon Jul 10, 2006 12:43 pm
by OOM-9
Alrighty, thanks to the folks who helped me answer other questions before. But some never got solved.
Force Powers
Alrighty, force powers drain stamina, that is perfect.
I am trying to get a force shield to work. Basically I want an impervious droideka shield that you can hold the right click for as long as you want to keep it activated at the expense of stamina.
Unfortunately, droideka shields run off the addshield property and are simple togglable shielding. Any wizzes at odf work around here capable and willing to fiddle around till you can get the desired effect feel free, credits to you for your work of course.
Also I am wondering if there is a way to edit the recharge rate of stamina. Currently it goes up a lot, pretty fast, but is there a way to fine tune it?
Lightsabres
Aparently lightsabre effects and damages are stored in a combo file instead of the weapon ODF.
Anyone here any good at combo files and can help me figure out how to string together new moves and the like?
Posted: Mon Jul 10, 2006 1:18 pm
by xwingguy
This may work for the droideka:
Code: Select all
[WeaponClass]
ClassLabel = "shield"
[Properties]
HUDTag = "hud_droideka_shield"
Label = "Shield"
RoundsPerClip = "1"
ReloadTime = "0.0"
EnergyDrain = "40.0"
EnergyDrainRate = "15.0"
FireType = "Hold"
MaxShield = 30000
AddShield = 30000
AddShieldOff = 30000
ShieldOffset = "0.0 1.0 0.125"
ShieldRadius = 1.25
FireSound = "cis_droideka_shield_on"
FireEmptySound = ""
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""
//ShieldSound = "cis_droideka_shield"
//ShieldSound = "droid_fx7_hum"
ShieldOffSound = ""
ShieldEffect = "droidekashield"
Posted: Mon Jul 10, 2006 1:44 pm
by Fiminopter
Well what I do is save cis_walk_weap_droideka_shield (the odf) as com_weap_inf_force_pull_ord. Instead of force pull, you should get a shield. (I don't know if this actually works)
Posted: Mon Jul 10, 2006 1:51 pm
by archer01
Combo files don't have to be as hard as one might think. Instead of trying to write your combos from scratch consider this: The number of attack/movement options is limited to the animation bank you are using (usually only three types of attacks, etc). So it just becomes a game of mix and matching (copy and pasting) the existing animation/combo transitions to create something unique. I created a 5-hit combo using the following:
Code: Select all
State("ATTACK2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(3, 8, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Transition("ATTACK1_2") //******Note the transition to another attack
{
If()
{
Break(10, "Frames");
TimeStart(6, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
//****...now at the end of the file
State("ATTACK1_2")
{
Posture("Stand");
Animation("stand_attack1a");
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(2, 8, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(150);
Push(3.0);
}
Transition("ATTACK2_2")
{
If()
{
Break(10, "Frames");
TimeStart(5, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}
State("ATTACK2_2")
{
Posture("Stand");
Animation("stand_attack1b")
{
// SyncType("attack1b", "ByTime");
AimType("None");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1b_end", 0.0);
BlendTimeTo("stand_attack1c", 0.0);
}
Sound("com_weap_throw");
InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
DamageTime(3, 8, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Transition("ATTACK3")
{
If()
{
Break(10, "Frames");
TimeStart(6, "Frames");
TimeEnd(16, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER2");
}
Now if you want more styles of attack than just the normal three, you need to start messing with the animation banks themselves. Check the docs that came with the tools for that. Just make sure you are using the right combo file per animation set when copying otherwise damage timing will be off. Hope this helps in some way.
