rcduggan Posted August 7, 2006 Share Posted August 7, 2006 Okay, I made my combo file, but whenever I try to play as my jedi, the game crashes (it didn't crash before my combo was created my combo: // these are commented in the doc OffhandAnimation("aminius_sabre_stand_useforce_full", "FIRE") { Loop("FinalFrame"); AimType("Torso"); BlendInTime(0.15); BlendOutTime(0.15); } OffhandAnimation("aminius_sabre_stand_useforce_full", "FIRE2"); OffhandAnimation("aminius_sabre_stand_useforce_full", "CHARGE"); // Throw stuff.... ThrowAnimation("aminius_sabre_stand_throw_full"); State("CATCH_SABRE") { Posture("Stand"); // you can declare animations inside states, as well... Animation("aminius_sabre_stand_catch_ful") { AimType("None"); BlendOutTime(0.2); } // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); // face the direction we run AlignedToThrust(); } State("IDLE") { Duration(0.0); // infinite duration EnergyRestoreRate(); // means (0.0, "FromSoldier") InputLock(0.15, "Sprint", "Jump", "Crouch"); // disable the awesome edge TurnOffLightsaber(1); 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("Fire", "Hold"); } } 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); // in degrees, remember... } } Transition("ATTACK1") { If() { Break(); // all transitions are breaking if Duration is 0 Posture("Stand", "Crouch"); Button("Fire", "Tap"); } } 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"); Button("Fire", "Press"); } } } // for our demo Jedi, block is simply hold Fire down... State("DEFLECT") { Posture("Stand"); Sound("imp_weap_lightsabre_block"); Animation("aminius_sabre_stand_block_idle_full") { Loop(); AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); LowResPose(0, "Frames"); } // disable the awesome edge TurnOffLightsaber(1); Duration(0.0); // infinite duration, looping anim EnergyRestoreRate(-10.0); // drain energy while ready to deflect Deflect() { DeflectAngle(-110, 110); // deflect anything from forward arc EnergyCost(0.0); DeflectAnimation("aminius_sabre_stand_block_front1_full", "Forward") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } DeflectAnimation("aminius_sabre_stand_block_front2_ful", "Forward") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } DeflectAnimation("aminius_sabre_stand_block_left1_full", "Left") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } DeflectAnimation("aminius_sabre_stand_block_left2_full", "Left") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } DeflectAnimation("aminius_sabre_stand_block_right1_full", "Right") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } DeflectAnimation("aminius_sabre_stand_block_right2_full", "Right") { // AimType("Torso"); BlendInTime(0.00); BlendOutTime(0.05); LowResPose(5, "Frames"); } } Transition("IDLE") { If() { Break(); Energy("<=", 0.0); // if no energy left } Or() { Break(20, "Frames"); // all transitions are breaking if Duration is 0 Button("Fire", "Up"); } } } State("BACK_ATTACK") { Posture("Stand"); Animation("aminius_sabre_stand_attack_backwards") { BlendInTime(0.15); BlendOutTime(0.3); } Sound("saber_swing"); // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); AlignedToThrust(); Attack() { DamageTime(4, 9, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(400); Push(6.0); } Attack() { DamageTime(13, 20, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(400); Push(6.0); } Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } //Forward declare animations to allow BlendTimeTo references: Animation("aminius_sabre_stand_attack1b_end_full"); Animation("aminius_sabre_stand_attack1c_full"); State("ATTACK1") { Posture("Stand"); Animation("aminius_sabre_stand_attack1a_full"); Sound("saber_swing"); // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); AlignedToThrust(); Attack() { DamageTime(5, 9, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(300); Push(3.0); } Transition("ATTACK2") { If() { TimeStart(5, "Frames"); TimeEnd(16, "Frames"); Posture("Stand"); Button("Fire", "Press"); } } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("RECOVER1"); } State("RECOVER1") { Posture("Stand"); Animation("aminius_sabre_stand_attack1a_end_full") { // SyncType("attack1b", "ByTime"); AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); } // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); AlignedToThrust(); Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } State("ATTACK2") { Posture("Stand"); Animation("aminius_sabre_stand_attack1b_full") { AimType("None"); BlendInTime(0.06); BlendOutTime(0.15); BlendTimeTo("stand_attack1b_end", 0.0); BlendTimeTo("stand_attack1c", 0.0); } Sound("saber_swing"); // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); AlignedToThrust(); Attack() { DamageTime(7, 12, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(300); Push(3.0); } Transition("ATTACK3") { If() { TimeStart(7, "Frames"); TimeEnd(17, "Frames"); Posture("Stand"); Button("Fire", "Press"); } } // hey, it's a secret! Transition("MAUL_ATTACK1") { If() { TimeStart(7, "Frames"); TimeEnd(17, "Frames"); Posture("Stand"); Button("Reload", "Press"); } } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("RECOVER2"); } State("RECOVER2") { Posture("Stand"); Animation("aminius_sabre_stand_attack1b_end_full") { AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); } // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); AlignedToThrust(); Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } State("ATTACK3") { Posture("Stand"); Animation("aminius_sabre_stand_attack1c_full") { AimType("None"); BlendInTime(0.06); BlendOutTime(0.15); } Sound("saber_attack_three"); // disable the awesome edge TurnOffLightsaber(1); //set a duration so we will go to state RECOVER3 before the animation ends Duration(20, "Frames"); AnimatedMove() // animation controls velocity for entire state { VelocityZ(0.0); VelocityX(0.0); VelocityFromThrust(12.0); VelocityFromStrafe(3.0); } AlignedToThrust(); InputLock("All", "!Thrust"); // lock all controls for duration of state Attack() { DamageTime(4, 11, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(600); Push(5.0); } Attack() { AttackID("Attack3-1"); DamageTime(19, 23, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(600); Push(5.0); } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("MACE_STAB") { EnergyCost(30); If() { Break(17, "Frames"); // break 1 frame BEFORE the transition ends!!! TimeStart(7, "Frames"); TimeEnd(18, "Frames"); Posture("Stand"); Button("Reload", "DoubleTap"); } } Transition("RECOVER3"); } // a bit suave, we first make Luke unable to move as he lands from the jump... State("RECOVER3") { Posture("Stand"); Animation("aminius_sabre_stand_attack1c_full"); // note that it just continues the 3rd attack's animation, since the end is the same Duration(37, "Frames"); AlignedToThrust(); // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); // lock all controls for duration of state Attack() { AttackID("Attack3-1"); DamageTime(19, 23, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(600); Push(5.0); } AnimatedMove() // animation controls velocity for entire state { VelocityZ(0.0); VelocityX(0.0); VelocityFromThrust(0.5); VelocityFromStrafe(0.5); } ThrustFactor(0.0); TurnFactor(0.1); Transition("IDLE") { If() { Posture("!Stand"); } } Transition("RECOVER3_WALK"); // no conditions means this transition will be taken at the end of the state } // ...then we allow them to walk as he finishes the recovery and has already stood up. // This makes the motion feel much more natural, and is done throughout BF2. State("RECOVER3_WALK") { Posture("Stand"); Animation("aminius_sabre_stand_attack1c_full"); // still continuing the animation... // disable the awesome edge TurnOffLightsaber(1); AlignedToThrust(); InputLock("All", "!Thrust"); // lock all controls for duration of state Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } / -- from Mace Windu State("MACE_STAB") { Posture("Stand"); Animation("mace_stab") { AimType("FullBody"); BlendInTime(0.15); BlendOutTime(0.20); } // disable the awesome edge TurnOffLightsaber(1); Attack() { AttackID("Earthquake"); DamageTime(0, 4, "Frames"); DamageLength(1.0); DamageWidth(0.5); Damage(600); } RestartAnimation(); Duration(4, "Frames"); EnergyRestoreRate(0.0); AnimatedMove(); InputLock("All"); Transition("IDLE") { If() { Posture("!Stand"); } } Transition("MACE_STAB2"); } State("MACE_STAB2") { Posture("Stand"); // disable the awesome edge TurnOffLightsaber(1); // no duration means last as long as the animation does Attack() { AttackID("Earthquake"); DamageTime(0, 6, "Frames"); DamageLength(1.5); DamageWidth(0.5); Damage(0); } Animation("mace_stab"); EnergyRestoreRate(0.0); PlayExplosion(); // yep...additional damage and an effect! AnimatedMove() { Until() // same as If() { Break(26, "Frames"); } } InputLock("All"); Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } // -- from Darth Maul //Forward declare animations to allow BlendTimeTo references: Animation("maul_1a"); Animation("maul_1a_end"); Animation("maul_1b"); Animation("maul_1b_end"); State("MAUL_ATTACK1") { Posture("Stand"); Animation("maul_1a") { AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); BlendTimeTo("maul_1a_end", 0.0); BlendTimeTo("maul_1b", 0.0); } Sound("saber_swing"); // note that this state leaves blade #1 on (^.~) 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("MAUL_ATTACK2") { If() { Break(12, "Frames"); TimeStart(5, "Frames"); TimeEnd(14, "Frames"); Posture("Stand"); Button("Reload", "Press"); } } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("MAUL_RECOVER1"); } State("MAUL_RECOVER1") { Posture("Stand"); Animation("maul_1a_end") { AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); } InputLock("All", "!Thrust"); AlignedToThrust(); // note that this state leaves blade #1 on (^.~) Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } State("MAUL_ATTACK2") { Posture("Stand"); Animation("maul_1b") { AimType("None"); BlendInTime(0.06); BlendOutTime(0.15); BlendTimeTo("maul_1b_end", 0.0); } Sound("saber_swing"); // note that this state leaves blade #1 on (^.~) 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("AAYLA_ATTACK3") { If() { TimeStart(4, "Frames"); TimeEnd(14, "Frames"); Posture("Stand"); Button("Fire", "Press"); } } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("MAUL_RECOVER2"); } State("MAUL_RECOVER2") { Posture("Stand"); Animation("maul_1b_end") { AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); } // note that this state leaves blade #1 on (^.~) InputLock("All", "!Thrust"); AlignedToThrust(); Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } // -- from Ms. Secura State("AAYLA_ATTACK3") { Posture("Stand"); Animation("aayla_1c") { AimType("None"); BlendInTime(0.15); BlendOutTime(0.15); } 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(9.0); VelocityFromStrafe(3.0); } AlignedToThrust(); StrafeFactor(0.5); TurnFactor(0.5); InputLock("All", "!Thrust", "!Fire"); // lock all controls for duration of state Attack() { Edge(1); AttackID("A3-1"); DamageTime(5, 9, "Frames"); DamageLength(1.5); DamageWidth(.75); Damage(600); Push(3.0); } Attack() { Edge(0); AttackID("A3-0"); DamageTime(5, 9, "Frames"); DamageLength(1.5); DamageWidth(.75); Damage(600); Push(3.0); } Attack() { Edge(1); AttackID("A3-1"); DamageTime(18, 21, "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); } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("AAYLA_ATTACK3_LAND"); } State("AAYLA_ATTACK3_LAND") { Posture("Stand"); Animation("aayla_1c"); //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(); TurnFactor(0.5); // disable the awesome edge TurnOffLightsaber(1); 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("IDLE") { If() { Posture("!Stand"); } } Transition("AAYLA_RECOVER3"); } State("AAYLA_RECOVER3") { Posture("Stand"); Animation("aayla_1c"); InputLock("All", "!Thrust"); // disable the awesome edge TurnOffLightsaber(1); AnimatedMove() // animation controls velocity for entire state { VelocityZ(0.0); VelocityX(0.0); VelocityFromThrust(2.0); VelocityFromStrafe(2.0); } AlignedToThrust(); Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } // ---- end normal attacks ---- State("DASHATTACK") { Posture("Stand"); Animation("aminius_sabre_stand_dashattack_full") { AimType("FullBody"); BlendInTime(0.10); BlendOutTime(0.25); } Sound("saber_attack_three"); // disable the awesome edge TurnOffLightsaber(1); InputLock("All", "!Thrust"); Duration(22, "Frames"); AnimatedMove() { VelocityZ(15.0); VelocityX(0.0); VelocityFromThrust(5.0); VelocityFromStrafe(1.0); } TurnFactor(0.3); Attack() { DamageTime(2, 9, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(400); Push(3.0); } Attack() { DamageTime(12, 16, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(400); Push(3.0); } Transition("DASHATTACK2") { If() { Break(21, "Frames"); TimeStart(17, "Frames"); TimeEnd(22, "Frames"); Posture("Stand", "Sprint"); Button("Fire", "Press"); } } Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } State("DASHATTACK2") { Posture("Stand"); Animation("aminius_sabre_stand_dashattack_full"); Sound("saber_swing", 34, "Frames"); // disable the awesome edge TurnOffLightsaber(1); Duration(38, "Frames"); AnimatedMove() { VelocityZ(10.0); VelocityX(0.0); VelocityFromThrust(5.0); VelocityFromStrafe(3.0); If() { Break(38, "Frames"); } } TurnFactor(0.3); InputLock("All", "!Thrust"); Attack() { AttackID("Dash2"); DamageTime(35, 43, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(600); Push(5.0); } Transition("IDLE") { If() { Posture("!Stand"); } } Transition("DASHATTACK3"); } State("DASHATTACK3") { Posture("Stand"); Animation("aminius_sabre_stand_dashattack_full"); // disable the awesome edge TurnOffLightsaber(1); AnimatedMove() { VelocityZ(0.0); VelocityX(0.0); VelocityFromThrust(0.5); VelocityFromStrafe(0.5); If() { Break(43, "Frames"); } } TurnFactor(0.3); InputLock("All", "!Thrust"); Attack() { AttackID("Dash2"); DamageTime(35, 43, "Frames"); DamageLength(1.5); DamageWidth(0.75); Damage(600); Push(5.0); } Transition("IDLE") // last transition specified in this state, taken by default at the end of the animation... { If() { Posture("!Stand"); } } } // forward declare jumpattack_land, since jumpattack_fall refers to it: Animation("aminius_sabre_jumpattack_fall_full"); State("JUMPATTACK_FALL") { Posture("Jump"); Animation("aminius_sabre_jumpattack_fall_full") { Loop("FinalFrame"); AimType("None"); BlendInTime(0.15); BlendOutTime(0.80); } Sound("saber_attack_three"); // disable the awesome edge TurnOffLightsaber(1); GravityVelocityTarget(-2.0, "Impulse"); // accelerate us to 20m/s down at 2 g's AnimatedMove(); InputLock("All", "!Thrust"); // lock all buttons for duration of state Attack() { AttackId("JUMPATTACK"); DamageTime(0.33, 1.0, "FromAnim"); 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("aminius_sabre_jumpattack_end_full") } State("JUMPATTACK_END") { Posture("Jump"); Animation("aminius_sabre_jumpattack_end_full") { AimType("None"); SyncType("jumpattack_land", "ByTime"); BlendInTime(0.15); BlendOutTime(0.80); } // disable the awesome edge TurnOffLightsaber(1); Duration(15, "Frames"); AnimatedMove(); InputLock("All", "!Thrust"); // lock all buttons for duration of state Attack() { 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"); } } } State("JUMPATTACK_LAND") { Posture("Stand"); Animation("aminius_sabre_jumpattack_land_full") { AimType("FullBody"); SyncType("jumpattack_end", "ByTime"); BlendInTime(0.15); BlendOutTime(0.20); } AnimatedMove(); InputLock("All"); // disable the awesome edge TurnOffLightsaber(1); 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); } } } Link to comment Share on other sites More sharing options...
AceMastermind Posted August 7, 2006 Share Posted August 7, 2006 I haven't tried creating a jedi yet, so i won't be much help on this. I'll probably get started on this as my next project and see exactly what is involved with combos and such. Link to comment Share on other sites More sharing options...
rcduggan Posted August 7, 2006 Author Share Posted August 7, 2006 okay, anybody else know what is wrong? Link to comment Share on other sites More sharing options...
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