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Darth Maul

Posted: Sun Jun 08, 2014 3:56 pm
by DrDrSheldonLeeCooper
Hello Gametoasters,
I adde jed_sith_01 to CIS on Coruscant but then my Darth Maul corrupted.
I removed the sith ,but Darth Maul is still corrupted.
Hidden/Spoiler:
Image
He has suddenly a green double lightsaber and he runs odd.(Is odd the correct word?Sry my english isn´t so good :)
Can smd help me?

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:09 pm
by thelegend
Look to your DarthMauls's odf for the weaponsection lines. Open the odf with his doublesaber and look which color the lightsaber reads. If it reads green, change it to "redlightsaber"+the RGB trail color.

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:24 pm
by DrDrSheldonLeeCooper
thelegend wrote:Look to your DarthMauls's odf for the weaponsection lines. Open the odf with his doublesaber and look which color the lightsaber reads. If it reads green, change it to "redlightsaber"+the RGB trail color.
I took the assets Darth Maul but it is still green :(

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

ClothODF = "cis_inf_darthmaul_cape"
GeometryName = "cis_inf_darthmaul"
GeometryLowRes = "cis_inf_darthmaul_low1"
AnimationName = "maul"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "cis_weap_doublesaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
EDIT

Now he has a red doublesaber but,he walks like he has a gun .
Hidden/Spoiler:
Image

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:47 pm
by commanderawesome
DrDrSheldonLeeCooper wrote:
thelegend wrote:Look to your DarthMauls's odf for the weaponsection lines. Open the odf with his doublesaber and look which color the lightsaber reads. If it reads green, change it to "redlightsaber"+the RGB trail color.
I took the assets Darth Maul but it is still green :(

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

ClothODF = "cis_inf_darthmaul_cape"
GeometryName = "cis_inf_darthmaul"
GeometryLowRes = "cis_inf_darthmaul_low1"
AnimationName = "maul"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "cis_weap_doublesaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
Did you check the "cis_weap_doublesaber" odf?

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:51 pm
by DrDrSheldonLeeCooper
commanderawesome wrote:
DrDrSheldonLeeCooper wrote:
thelegend wrote:Look to your DarthMauls's odf for the weaponsection lines. Open the odf with his doublesaber and look which color the lightsaber reads. If it reads green, change it to "redlightsaber"+the RGB trail color.
I took the assets Darth Maul but it is still green :(

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

ClothODF = "cis_inf_darthmaul_cape"
GeometryName = "cis_inf_darthmaul"
GeometryLowRes = "cis_inf_darthmaul_low1"
AnimationName = "maul"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "cis_weap_doublesaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
Did you check the "cis_weap_doublesaber" odf?
now he has a red saber but he walks like he has a gun ;(
Hidden/Spoiler:
Image
Edit
Now he walks normal

I cleaned now,you know darth maul has a combo and in the combo it looks like he want to kick smb in the face but after the kick the combo is ending.Normal Darth Maul beats with the saber after the kick

I hope u understand my english.

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:57 pm
by thelegend
Look to his AnimationName. It should be "maul"..not "soldier".

Or look to the doublesaber/ lightsaber odf and look to this animation names.

Re: Darth Maul

Posted: Sun Jun 08, 2014 4:59 pm
by commanderawesome
Did you make sure this line is still there in mauls odf?

Code: Select all

AnimationName = "maul"
And this line in the doublesaber odf?

Code: Select all

ComboAnimationBank  = "human_sabre melee cis_hero_darthmaul"
EDIT
Sorry, legend, I type slow.

Re: Darth Maul

Posted: Sun Jun 08, 2014 5:41 pm
by DrDrSheldonLeeCooper
commanderawesome wrote:Did you make sure this line is still there in mauls odf?

Code: Select all

AnimationName = "maul"
And this line in the doublesaber odf?

Code: Select all

ComboAnimationBank  = "human_sabre melee cis_hero_darthmaul"
EDIT
Sorry, legend, I type slow.
I think I have to remove Maul completly.
When I´m touching an Droideka with Maul, it explodes suddenly

Re: Darth Maul

Posted: Sun Jun 08, 2014 7:37 pm
by commanderawesome
DrDrSheldonLeeCooper wrote:
commanderawesome wrote:Did you make sure this line is still there in mauls odf?

Code: Select all

AnimationName = "maul"
And this line in the doublesaber odf?

Code: Select all

ComboAnimationBank  = "human_sabre melee cis_hero_darthmaul"
EDIT
Sorry, legend, I type slow.
I think I have to remove Maul completly.
When I´m touching an Droideka with Maul, it explodes suddenly
Can we see the maul and doublesaber ODF's?

Re: Darth Maul

Posted: Mon Jun 09, 2014 7:55 am
by DrDrSheldonLeeCooper
commanderawesome wrote:
DrDrSheldonLeeCooper wrote:
commanderawesome wrote:Did you make sure this line is still there in mauls odf?

Code: Select all

AnimationName = "maul"
And this line in the doublesaber odf?

Code: Select all

ComboAnimationBank  = "human_sabre melee cis_hero_darthmaul"
EDIT
Sorry, legend, I type slow.
I think I have to remove Maul completly.
When I´m touching an Droideka with Maul, it explodes suddenly
Can we see the maul and doublesaber ODF's?

Maul
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_darthmaul.msh"

[Properties]
AISizeType = "hover"

ClothODF = "cis_inf_darthmaul_cape"
GeometryName = "cis_inf_darthmaul"
GeometryLowRes = "cis_inf_darthmaul_low1"
AnimationName = "maul"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "cis_weap_doublesaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"

Saber
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

GeometryName = "cis_weap_inf_doublesabre"
ComboAnimationBank = "human_sabre melee cis_hero_darthmaul"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "redlightsabre"
LightSaberTrailColor = "255 0 0 128"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"

Re: Darth Maul

Posted: Mon Jun 09, 2014 9:04 am
by thelegend
WeaponName = "cis_weap_lightsaber" >to> "cis_weap_inf_doublesabre".

Re: Darth Maul

Posted: Mon Jun 09, 2014 9:11 am
by DrDrSheldonLeeCooper
thelegend wrote:WeaponName = "cis_weap_lightsaber" >to> "cis_weap_inf_doublesabre".
i just see com_weap_inf_lightsaber but this is the classparent

EDIT

now this happened :
Hidden/Spoiler:
Image
EDIT EDIT

I see that cis_weap_doublesaber is correct