Custom weapon giving me problems. [Solved]

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

Post Reply
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Custom weapon giving me problems. [Solved]

Post by fasty »

I really didn't want to have to post this on here but I have no choice :oops: .
Guess I'll just throw this out there.
My Custom weapon is giving me this error:
Hidden/Spoiler:
Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'jed_sith_01' failed to find animmap aalya_
I found the error in the "BFront2.log errors explained" thread here but it doesn't get explained very well.
He holds it like a gun, so I figure its a problem with his animation, or he's not linked to his anim properly.
It's a sword by the way. :?
I'm pretty positive its not a memory pool problem too.
I had him using lightsaber's first, but once I changed them to this weapon I started getting these errors.
He's using Aalya's anim for now. Anyway here's all my stuff.
If you notice anything out of place, let me know.

Custom weapon odf:
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]
HUDTag = "hud_wampa"

GeometryName = "newsword"
ComboAnimationBank = "human_sabre rep_hero_aalya"

NumDamageEdges = "2"
FirePointName = "hp_fire"
LightSaberLength = "3.0"
LightSaberWidth = "1.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
OffHandGeometryName = "newsword"
OffHandFirePointName = "hp_fire bone_r_hand"
LightSaberLength = "3.0"
LightSaberWidth = "1.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
Unit odf:
Hidden/Spoiler:
// Maul
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_sith.msh"

[Properties]
AISizeType = "hover"


GeometryName = "jed_inf_sith"
AnimationName = "aalya"
GeometryLowRes = "jed_inf_sith_low1"
OverrideTexture = "jed_inf_sith01"


HealthType = "person"
MaxHealth = 900.0
AddHealth = 65.0

NoEnterVehicles = 1

MaxSpeed = 9.5
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 5.1
NoTumble = "1"

//Jet Jump
JetJump = "90.0" //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 = "9.0" // 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
//Jet Jump End

WEAPONSECTION = 1
WeaponName = "rep_weap_godofwarweapon"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "com_weap_inf_force_choke"
WeaponAmmo = 0
WeaponChannel = 1

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

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

VOUnitType = 0181
//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 = "rep_inf_soldier"
My Aalya .combo (I messed with it a little to stop the sliding effect. I doubt there's a problem with it but might be.)
Hidden/Spoiler:
OffhandAnimation("stand_useforce", "FIRE")
{
Loop("FinalFrame");
AimType("Torso");
BlendInTime(0.15);
BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_end");
Animation("stand_attack1b");
//Animation("stand_attack1a_upper")
//{
// AimType("Torso");
// 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);
//}

// 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(-110, 110); // 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", "Press");
}
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()
{
Edge(0);
DamageTime(5, 10, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(4.0);
}

Attack()
{
Edge(0);
DamageTime(14, 20, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(300);
Push(4.0);
}

Attack()
{
Edge(1);
DamageTime(5, 8, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(200);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(25, "Frames");
}
}
}

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

State("ATTACK1")
{
Posture("Stand");
Animation("stand_attack1a")
{
BlendInTime(0.1); // was 0.5
AimType("None");
}

Sound("saber_attack_three");

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

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

AlignedToThrust();

Attack()
{
Edge(1);
DamageTime(2, 7, "Frames");
DamageLength(1.5);
DamageWidth(.95);
Damage(400);
Push(3.0);
}
Attack()
{
Edge(0);
DamageTime(13, 17, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}
Attack()
{
Edge(1);
DamageTime(13, 17, "Frames");
DamageLength(1.5);
DamageWidth(.95);
Damage(300);
Push(3.0);
}

Transition("ATTACK1_WINDDOWN")
{
If()
{
TimeStart(9, "Frames");
TimeEnd(22, "Frames"); //, "SyncIfOvertime");
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);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("IDLE");
}

State("ATTACK1_WINDDOWN")
{
Posture("Stand");
Animation("stand_attack1a_end")
{
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("ATTACK2")
{
If()
{
Break(0.2); // break out after 0.2 seconds
}
}
}

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);
BlendTimeTo("stand_attack1a", 0.25);
}
Sound("saber_swing");

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

Duration(12, "Frames");

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
AttackID("A2");
Edge(0);
DamageTime(9, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

// Transition("ATTACK_JUMP")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Jump", "Press");
// }
// }

// Transition("ATTACK3")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Fire", "Press");
// }
// }

// Transition("RECOVER2");

Transition("ATTACK2_LAND");
}

State("ATTACK2_LAND")
{
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);
BlendTimeTo("stand_attack1a", 0.25);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

InputLock("All", "!Thrust");
AlignedToThrust();
Attack()
{
AttackID("A2");
Edge(0);
DamageTime(9, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

Attack()
{
Edge(1);
DamageTime(12, 15, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(3.0);
}

// Transition("ATTACK_JUMP")
// {
// If()
// {
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Jump", "Press");
// }
// }

Transition("ATTACK3")
{
If()
{
TimeStart("-12", "Frames");
TimeEnd(23, "Frames"); //, "SyncIfOvertime");
Posture("Stand");
Button("Fire", "Press");
}
}

Transition("RECOVER2");
}

//State("ATTACK_JUMP")
//{
// Posture("Jump");
// Animation("jump_backward");
// AnimatedMove() // animation controls velocity for entire state
// {
// VelocityZ(-8.0);
// VelocityX(0.0);
// VelocityFromThrust(0.0);
// VelocityFromStrafe(3.0);
// }
//
// InputLock("All", "!Strafe");
// AlignedToThrust();
//
// Transition("JUMPATTACK_FALL2")
// {
// If()
// {
// Break(10, "Frames");
// Button("Fire", "Press");
// }
// }
//
// Transition("IDLE")
// {
// If()
// {
// Break(10, "Frames");
// Posture("Any", "!Jump", "!Jet");
// }
// }
//}

State("RECOVER2")
{
Posture("Stand");
Animation("stand_attack1b_end")
{
// SyncType("attack1c", "ByTime");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.15);
}

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}

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

Transition("IDLE");
}

State("ATTACK3")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("Torso");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1c", 0.5);
}
Sound("saber_triple");

//set a duration so we will go to state _LAND before the animation ends
Duration(19, "Frames");

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}
AlignedToThrust();

StrafeFactor(0.5);
TurnFactor(0.5);

InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
Attack()
{
Edge(1);
DamageTime(5, 9, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-0");
Edge(0);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-1");
Edge(1);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}

Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
Posture("Stand");
Animation("stand_attack1c")
{
// SyncType("attack1c", "ByTime");
AimType("Torso");
BlendInTime(0.06);
BlendOutTime(0.15);
BlendTimeTo("stand_attack1c", 0.5);
}

//set a duration so we will go to state RECOVER3 before the animation ends
Duration(30, "Frames");
AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(2.0);
VelocityFromStrafe(2.0);
}
AlignedToThrust();

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

InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state
Attack()
{
AttackID("A3-0");
Edge(0);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}
Attack()
{
AttackID("A3-1");
Edge(1);
DamageTime(18, 21, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(600);
Push(3.0);
}

//Transition("DASHATTACK")
//{
// If()
// {
// Break(25, "Frames");
// TimeStart(0.0);
// TimeEnd(0.25, "FromEnd"); //, "SyncIfOvertime");
// Posture("Stand");
// Button("Fire", "Press");
// }
//}

Transition("RECOVER3");
}

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

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

AnimatedMove() // animation controls velocity for entire state
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(2.0);
VelocityFromStrafe(2.0);
}

AlignedToThrust();

Transition("IDLE");
}

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

Duration(20, "Frames");
AnimatedMove()
{
VelocityZ(11.0);
VelocityX(0.0);
VelocityFromThrust(1.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

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

Deflect()
{
DeflectAngle(-140, 140); // deflect anything from forward arc
EnergyCost(2.0);
}

Attack()
{
Edge(0);
DamageTime(4, 8, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}
Attack()
{
Edge(0);
DamageTime(10, 16, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}


Attack()
{
Edge(1);
DamageTime(6, 17, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}
Attack()
{
AttackID("Dash_RA1");
Edge(0);
DamageTime(16, 22, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}

Transition("DASHATTACK_LAND");
}

State("DASHATTACK_LAND")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
//BlendOutTime(0.10);
}

Sound("saber_throw"); // the sound, that is

AnimatedMove()
{
VelocityZ(0.0);
VelocityX(0.0);
VelocityFromThrust(0.5);
VelocityFromStrafe(0.5);
}
TurnFactor(0.3);
Duration(32, "Frames");

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

Attack()
{
AttackID("Dash_RA1");
Edge(0);
DamageTime(16, 22, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(500);
Push(4.0);
}

Attack()
{
AttackID("Dash_end_twirl");
Edge(0);
DamageTime(28, 40, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(4.0);
}


Transition("DASHATTACK_RECOVER");
}

State("DASHATTACK_RECOVER")
{
Posture("Stand");
Animation("stand_dashattack")
{
AimType("FullBody");
BlendInTime(0.10);
//BlendOutTime(0.10);
}

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

Attack()
{
AttackID("Dash_end_twirl");
Edge(0);
DamageTime(28, 40, "Frames");
DamageLength(1.5);
DamageWidth(.75);
Damage(300);
Push(4.0);
}

Transition("IDLE");
}

// 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

Attack()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

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

// from ATTACK_JUMP only
State("JUMPATTACK_FALL2")
{
Posture("Jump");
Animation("jumpattack_fall")
{
Loop("FinalFrame");
AimType("None");
BlendInTime(0.15);
BlendOutTime(0.80);
// BlendTimeTo("jumpattack_land", 0.15);
}
AnimatedMove()
{
VelocityZ(150.0);
VelocityX(0.0);
VelocityFromThrust(0.0);
VelocityFromStrafe(1.0);
}
TurnFactor(0.3);

Sound("saber_swing");

Gravity(0.3);
GravityVelocityTarget(-2.5, "Impulse", "ZeroGravity"); // accelerate us immediately

InputLock("All", "!Strafe"); // lock all buttons for duration of state

Attack()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
AttackId("JUMPATTACK");
DamageTime(2, 22, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

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

Attack()
{
Edge(0);
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}
Attack()
{
Edge(1);
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.75);
DamageWidth(1.25);
Damage(800);
Push(4.0);
}

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");

Attack()
{
AttackId("JUMPATTACK");
DamageTime(0, 6, "Frames");
DamageLength(1.5);
DamageWidth(0.75);
Damage(800);
Push(4.0);
}

Transition("IDLE")
{
If()
{
Break(0.4);
ButtonsPressed("Any");
}
Or()
{
Break(0.4);
Thrust(">", 0.54);
}
}
}
Last edited by fasty on Tue Jul 13, 2010 2:37 am, edited 1 time in total.
Aman/Pinguin
Jedi
Jedi
Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: Custom weapon giving me problems.

Post by Aman/Pinguin »

Did you copy the aalya files from BF2_ModTools\assets\sides\rep\munged to your side folder?
  • aalya.anims
  • aalya.zaabin
  • aalya.zafbin
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: Custom weapon giving me problems.

Post by fasty »

Aman/Pinguin wrote:Did you copy the aalya files from BF2_ModTools\assets\sides\rep\munged to your side folder?

* aalya.anims
* aalya.zaabin
* aalya.zafbin
Yes, they are there.

EDIT:
I was asked what I meant by "the sliding effect". I fixed the sliding I had in the beginning of this video:
Image
User avatar
SAMofBIA
Major General
Major General
Posts: 649
Joined: Tue Jun 15, 2010 3:38 pm
Projects :: Nothing....nothing at all.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: MIA and not stopping in often anymore.

Re: Custom weapon giving me problems.

Post by SAMofBIA »

hmm did you just change aayla's saber geometry name to whatever it is you have, newsword or whatever it is. or did you make a new odf and pulled in Aayla's animations? i'de find the first easier.
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: Custom weapon giving me problems.

Post by fasty »

SAMofBIA wrote:hmm did you just change aayla's saber geometry name to whatever it is you have, newsword or whatever it is. or did you make a new odf and pulled in Aayla's animations? i'de find the first easier.
I don't really understand what you're asking, but no, that is the stock sith odf (with some minor changes like giving him Aaylas animation and, choke).
I guess I did your second suggestion, since I don't really understand your first.

Edit:
Turns out I was the one to notice my own mistake.
In my weapon odf I had:
Hidden/Spoiler:
ComboAnimationBank = "human_sabre rep_hero_aalya"
I was missing a "melee" there.
Should be:
Hidden/Spoiler:
ComboAnimationBank = "human_sabre melee rep_hero_aalya"
:roll:
Thanks to you guys that tried to help out, its appreciated.
That includes you guys on Xfire.
Special thanks to MetalcoreRancor.
Post Reply