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Game Crashes After adding Combo


rcduggan

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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);

}

}

}

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