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Removing Block [Solved]

Posted: Sat Sep 18, 2010 1:16 am
by Marvel4
Hi!
How can I remove block? I already tried removing everything with "deflect" in it from the combo file, but I can still block.

Re: Removing Block

Posted: Sat Sep 18, 2010 1:23 am
by AQT
That's all you have to do to in order to remove block. There's not much else to it. Are you sure you removed all instances of the deflect states?

Re: Removing Block

Posted: Sat Sep 18, 2010 1:51 am
by Marvel4
Hmm, I think I removed everything:
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("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("BACK_ATTACK")
{
Posture("Stand");
Animation("stand_attack_backwards")
{
BlendInTime(0.15);
BlendOutTime(0.15);
}

Sound("saber_swing");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(6.0);
}

Attack()
{
Edge(1);
DamageTime(5, 9, "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_attack1a_upper")
{
AimType("None");
BlendInTime(0.0);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Animation("stand_attack1a_lower")
{
BlendInTime(0.15);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1a_end", 0.0);
BlendTimeTo("stand_attack1b", 0.0);
}
Sound("saber_swing");

// AnimatedMove();

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 11, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(150);
Push(3.0);
}

Transition("ATTACK2")
{
If()
{
Break(12, "Frames");
TimeStart(5, "Frames");
TimeEnd(14, "Frames");
Posture("Stand");
Button("Fire", "Press");
}
}
Transition("RECOVER1");
}

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

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

Transition("IDLE");
}

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("saber_swing");

// AnimatedMove();

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
Edge(1);
DamageTime(3, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(4, 9, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}

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

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_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("com_weap_throw", 6, "Frames");

//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(8.0);
VelocityFromStrafe(3.0);
}
AlignedToThrust();

StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(5, 16, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(3.0);
}
Attack()
{
Edge(2); // left foot
DamageTime(18, 22, "Frames");
DamageWidth(0.4);
Damage(50);
Push(10.0);
}

Transition("ATTACK3-B")
{
If()
{
Break(26, "Frames");
TimeStart(5, "Frames");
TimeEnd(0.5, "FromEnd");
Posture("Stand");
Button("Fire", "Hold");
}
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// 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()
{
Edge(0);
DamageTime(27, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(30, 35, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(10.0);
}

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");

AlignedToThrust();

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

InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{
Edge(0);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}
Attack()
{
Edge(1);
DamageTime(2, 36, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(10.0);
}

Transition("IDLE");
}

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

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

Transition("IDLE");
}

State("DASHATTACK")
{
Posture("Stand");
Animation("stand_dashattack")
{
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()
{
Edge(0);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
Edge(1);
DamageTime(2, 26, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
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");
Edge(0);
DamageTime(0.33, 1.0, "FromAnim");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
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");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
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);

Attack()
{
AttackId("JUMPATTACK_E0");
Edge(0);
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(400);
Push(5.0);
}
Attack()
{
AttackId("JUMPATTACK_E1");
Edge(1);
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);
}
}
}

Re: Removing Block

Posted: Sat Sep 18, 2010 2:20 am
by AQT
Try a Clean to see if it makes a difference. What's currently the name of this .combo? If it shares its name with a stock .combo, try renaming it to something else.

Re: Removing Block

Posted: Sat Sep 18, 2010 5:43 am
by Marvel4
Thanks! Renaming the file worked! :)

Re: Removing Block [Solved]

Posted: Sat Sep 18, 2010 1:21 pm
by AQT
Glad you got it fixed. :) I think the problem was because you were loading another unit that was using the same-named stock .combo, but without the deflect states removed. And so, your edited .combo was overwritten.