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IrateGiant
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Postby IrateGiant » Fri Jun 08, 2012 12:06 pm

A little problem guys.

I can´t show the magic effects of enemies attacks in a new map. Also I can´t hear the effort sounds or screams sounds of enemies, only the foot steps.

I think I use the imports needed for display. [8)]

<font color="green">import Bladex
import ItemTypes
import Actions
import AniSound
import Basic_Funcs
import EnemyTypes
import Sounds
import Sparks
import CharStats
import Enm_Def
import Reference
import darfuncs
import anm_def
import AnmFact
import Damage
import math
import B3DLib</font id="green">

The console only show this message:

<font color="red">---------------------------------
WARNING(3D Dept)!
Animation g_magic (biped Chk) no Start_Weapon event!
---------------------------------</font id="red">

Any idea?

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mingyue1371
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Postby mingyue1371 » Fri Jun 08, 2012 2:03 pm

Hi IG,are you add anm_def relative code to your map to enable magic effect?

Code: Select all

Bladex.AddAnmEvent("Chk_powerup","ChkPupStart",0.2194) Bladex.AddAnmEvent("Chk_powerup","ChkPupEnd",0.8469) Bladex.AddAnmEvent("Chk_g_magic","Chkmagicstart",0.1400) #0.2486) Bladex.AddAnmEvent("Chk_g_magic","Chkmagicfire",0.4420)
If you miss this code,you will see the wrong message you point in the console.

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IrateGiant
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Postby IrateGiant » Fri Jun 08, 2012 5:04 pm

Hi mingyue, I always thought that the reference to import any animation anm_def load any character. [8)]

I created a simple file "Magiceffect.py". I put the necessary code and edit "cfg.py" with "execfile" and the reference import to "pj.py" but the problem persist.

I have doubts about how enable the magic animations and sounds. [B)]

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Postby Sir Random » Fri Jun 08, 2012 6:12 pm

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by IrateGiant</i>

A little problem guys.

I can´t show the magic effects of enemies attacks in a new map. Also I can´t hear the effort sounds or screams sounds of enemies, only the foot steps.

I think I use the imports needed for display. [8)]

<font color="green">import Bladex
import ItemTypes
import Actions
import AniSound
import Basic_Funcs
import EnemyTypes
import Sounds
import Sparks
import CharStats
import Enm_Def
import Reference
import darfuncs
import anm_def
import AnmFact
import Damage
import math
import B3DLib</font id="green">

The console only show this message:

<font color="red">---------------------------------
WARNING(3D Dept)!
Animation g_magic (biped Chk) no Start_Weapon event!
---------------------------------</font id="red">

Any idea?
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
Can you post the code you used for creating the Chaos Knight?

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IrateGiant
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Postby IrateGiant » Fri Jun 08, 2012 7:14 pm

This is the code from Secondary map (GlofrorsGardenNight) of "BeastMode":

import Bladex
import ItemTypes
import Actions
import AniSound
import Basic_Funcs
import EnemyTypes
import Sounds
import Reference
import CharStats
import Sparks
import Enm_Def
import darfuncs
import anm_def
import AnmFact
import Damage
import math
import B3DLib

Code: Select all

store_char = open("../BeastMode/mapdata.txt",'r') charname=store_char.read() if store_char: store_char.close() char=Bladex.CreateEntity("Player1",charname,436000, -1100, -238000,"Person") char.Data=Basic_Funcs.PlayerPerson(char) char.Data.ResetSounds("Player1") char.Angle=1 char.Level=20 char.Life= CharStats.GetCharMaxLife(char.Kind, char.Level) char.SetOnFloor() if charname == "ChaosKnight": weapon = "Espadon" else: weapon = "Gladius" o=Bladex.CreateEntity("StartWeapon",weapon,0,0,0,"Weapon") ItemTypes.ItemDefaultFuncs(o) Actions.TakeObject(char.Name,o.Name) if charname == "ChaosKnight": shield = "Escudon" else: shield = "Escudo5" o=Bladex.CreateEntity("StartShield",shield,0,0,0,"Weapon") ItemTypes.ItemDefaultFuncs(o) Actions.TakeObject(char.Name,o.Name)

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Postby Sir Random » Sat Jun 09, 2012 2:03 am

Ah, you're trying to create the <b>Player</b> as a Chaos knight, I imagine that would need a lot of code changes, and the model might even need editing. Can he store the weapon and shield on his back?

You could look at Pro's Dal maps to see how he implemented Dal as the player.

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mingyue1371
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Postby mingyue1371 » Sat Jun 09, 2012 3:23 am

Hi IG,If you want to enable CHK to launch magic balls as player1,you should transplant his magic code from Enemytypes.py to Basic_Funcs.py:

Code: Select all

################################################################################ # Define the Chaos Knight class ################################################################################ class ChaosKnight (Enm_Def.NPCPerson): .......code blocks........ g_magic code here.....

Just put relative magic code to Basic_funcs,and assign appropriate combos ,he can launch the magic combo.

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IrateGiant
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Postby IrateGiant » Sat Jun 09, 2012 5:38 pm

mingyue,

I try to implement "class ChaosKnight (Enm_def.NPCPerson)" and code to Basic_Funcs but this make a game error to "Player1 not defined". [xx(]

SR,

Yes, I´m creating a mod to play with original enemies; attacks, animations, sounds, etc. [:)]

I´ve done the 63% of this "BeastModeMOD". [:D]

Now, I´m fixing some errors of the mod, like the magic effects of ChaosKnight, Great_Demon, DarkLord, etc.

At this moment all enemies are playable with original combos and key assignments.

I release a Beta when I´ll do the following points:

<font color="green"><i>Fix magic effects.

Hear the enemies sounds on map.

Implement Dessapear and appear code to Vamp & Little_Demon.

Fix error on SpiderSmall attacks.</i></font id="green">

But I don´t trying to add new animations to playable enemies SR, only the originals. [:)]

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Postby Delerion » Sat Jun 09, 2012 11:56 pm

this mod sounds really cool, looking forward to playing it!

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IrateGiant
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Postby IrateGiant » Fri Jul 06, 2012 1:57 pm

I´m remaking all the playable enemies files because I don´t find any method to allow the magic effects. [:(]

I´m testing with "NUStuff" method but again I need your help. [8)]

Here the "TestMap", first, I only try to test it with ChaosKnight but I can´t do enable the combos, sounds or stats of character. [xx(]

http://www.gigasize.com/get/r967971o8vc

I also try to do this creating a new ChaosKnight and renamoe him as "ChaosKnight_N" but fail the installation. [B)]

Any idea? Thanks in advance!

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prospero
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Postby prospero » Sun Jul 08, 2012 2:40 pm

It's quite a complex thing to make an enemy playable as a 'Player'.

I have a working Player CK map. Still a bit of work to do, but it works OK.I found that the CK was quite difficult to do. He can't really have all the facilities of the normal 'human' models as some look silly given his physique. I tried to make him like a living tank. Not very agile, but his attacks are powerful.
I was working on a targeting system for the power balls where he will use melee attacks if there are enemies within strike distance and launch balls if the enemy is far away. Also, if multple ranged targets, the ball will spilt into smaller multi-balls and seek and destroy. You can switch the damage for the balls to varoius sp damage. Great for knocking out inacessible archers. He also has a flame-thower.

I'll upload what I have if you like. [8)]

btw. If you cloned your model that won't load it could be that the file is corrupted. Try creating him as an Object to test. Just omit the 'Person' parameter at the end of the code. if you get a error message something like "out of memory" then the .BOD file is bad. I find the only reliable way to clone models is to use search/replace facility. And most important, keep the same number of letters in the name. So for ChaosKnight - keep 11 letters (or numbers or underscores)

Chaos_Knt_N is good

Chs_KnightN is good

ChaosKnight_N bad

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prospero
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Postby prospero » Mon Jul 09, 2012 1:04 pm

http://www.petrbnsfineart.com/bladestuf ... ghtMap.zip

I have started a new topic for this. Be grateful for any ideas/feedback.

[:D]

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IrateGiant
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Postby IrateGiant » Mon Jul 09, 2012 8:27 pm

Great pro! [:D]

I've been testing the creation of new playable characters copying the same methods that "WizardsDomain" and "DalsRevenge" mods.

In my last test I only have error with the animations. [8)]

I´ll study the new mod to finish tests! [:D]

Amazing work, I am very grateful pro. [:I][;)] Thanks!

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prospero
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Postby prospero » Mon Jul 09, 2012 9:17 pm

Don't think I get it right first go. You need a lot of stamina for modding.

[:D][:p]

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IrateGiant
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Postby IrateGiant » Fri Jul 13, 2012 9:04 pm

True pro! I consume a lot of stamina with this... [:D]

I´m trying to adapt your ChaosKnight code pro, all perfect except the magic attack, the magic ball not is created [xx(]

I don´t use the key assignement to make enable the magic attack, I only want create them with a simple attack sequence.

Testing the ChaosKnightMap, the console show the following code when you use the original magic ball attack:

<font color="green">---------------------------------WARNING(3D Dept)! Animation g_magic (biped Ckx) no Start_Weapon event!---------------------------------
Launch Ball Anim
prepare shoot
shoot
Creating EntitiesObjectData for sphere in Shoot()
Launch single ball</font id="green">

But in my test map the console show this:

<font color="red">---------------------------------WARNING(3D Dept)! Animation g_magic (biped Chk) no Start_Weapon event!---------------------------------
prepare shoot
prepare shoot
shoot
shoot</font id="red">

Here last updated:

http://www.gigasize.com/get/h8f9rbj0nlb

Any idea? [8)]


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