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My new attack is not working

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hyper_sonic View user's profile Send private message

Reply with quote Friday, May 13, 2011

I am attempting to make a new attack, a variation of the KameHameHa, (it is just an edited copy of the attack and graphics files [only for the kamehameha attack not any others]) and I can't get it to work all of the other attacks also stop working (I called the attack hyperKameHameHa in the files). How do I fix this? In the attack files it is labeled (at the bottom) as

attack4 = "KameHameHa" | "hyperKameHameHa"

I WON'T release the character edit it is in, as it is a way for me to get experince on making a character (it is WAY too overpowered anyways, with 7 tiers) I also got rid of the "base attack" part of the attack config. If you need me to I can post the hyperKameHameHa parts of the file. But I will post ONLY if it will HELP with this problem I am haveing.

Mima The Disciple View user's profile Send private message

Reply with quote Friday, May 13, 2011

and I can't get it to work all of the other attacks also stop working (I called the attack hyperKameHameHa in the files). How do I fix this


You can't have a single typo in the default.grfx and default.phys files.
default.grfx and default.phys have to match, at least in the area of number of attacks. So if you deleted base attacks, check if they are still there in phys/grfx file.
Try to see if you accidentally deleted the imported base attack. That is needed so the other attacks can work.
Look out for parenthesis

(, ).


If you are sure there are no typos, then you should post a screenshot of your grfx file and phys file.

hyper_sonic View user's profile Send private message

Reply with quote Friday, May 13, 2011

okay here is the .phys file

import "baseAttack" = "skills/shared.phys" "baseAttack"
import "invisibleBlast" = "skills/shared.phys" "invisibleblast"
import "kiBlast" = "skills/shared.phys" "kiBlast"
import "kiStorm" = "skills/shared.phys" "kiStorm"
import "kiBall" = "skills/shared.phys" "kiBall"
import "kiBeam" = "skills/shared.phys" "kiBeam"

private "kameHameHa" {
   Physics {
      type = "Beam"
      speed = 5000
      radius = 50 + 0
   }
   Costs {
      powerLevel = 50
      chargeReadyPct = 20
   }
   Detonation {
      damage = 1500 +0
      radius = 3000 +0
      duration = 4000
   }
}

private "hyperkameHameHa" {
   Requirement {
      minTier = 5
   Physics {
      type = "Beam"
      speed = 50000
      radius = 500 + 10
   }
   Costs {
      powerLevel = 50
      chargeReadyPct = 20
   }
   Detonation {
      damage = 15000 +10
      radius = 30000 +10
      duration = 40000
   }
}

private "solarFlare" = "invisibleBlast" {
   Requirement {
      flight = 1
   }
   Physics {
      type = "Missile"
      range = 100
      radius = 300
      blind = 6000
   }
   Costs {
      powerLevel = 50
      chargeReadyPct = 50
   }
   Detonation {
      type = "Ki"
      damage = 0 +0
      knockback = 0
      radius = 2000 +0
      duration = 5000
   }
   Trajectory {
      type = "LineOfSight"
   }
}

private "energyBlast" = "invisibleBlast" {
   Physics {
      type = "Missile"
      range = 100
      radius = 300
   }
   Costs {
      powerLevel = 20
   }
   Detonation {
      type = "Ki"
      radius = 300 +0
      knockback = 3500
      duration = 100
   }
   Trajectory {
      type = "LineOfSight"
   }
}

private "energyBlastConstant" = "invisibleBlast" {
   Muzzle {
      nrShots = 1
   }
}

private "Spirit Bomb" = "baseAttack" {
   Requirement {
      maxTier = 0
   }
   Physics {
      speed = 1000
      radius = 100 +0
      acceleration = 1200
   }
   Costs {
      powerLevel = 0
      chargeTime = 450
      cooldownTime = 1500
      chargeReadyPct = 80
   }
   Detonation {
      damage = 4000 +0
      radius = 25000 +0
      duration = 15000
   }
   Muzzle {
      offsetHeight = 350
   }
   Restrictions {
      movement = 1
   }

}

Weapon 1 = "kiBlast" | "kiStorm"
Weapon 2 = "kiBall" | "kiBeam"
Weapon 3 = "energyBlast" | "energyBlastConstant"
Weapon 4 = "kamehameha" | "hyperkameHameHa"
Weapon 5 = "Spirit Bomb"



and here is the .grfx file

import "baseAttack" = "skills/shared.grfx" "baseAttack"
import "kiBlast" = "skills/shared.grfx" "kiBlast"
import "kiStorm" = "skills/shared.grfx" "kiStorm"
import "kiBall" = "skills/shared.grfx" "kiBall"
import "kiBeam" = "skills/shared.grfx" "kiBeam"

private "solarFlare" {
   Charge {
      tagTo = "tag_head"
      light = ( 1 1 1 ) [0 1]
   }
   Flash {
      light = ( 1 1 1 ) 50
      soundFx = "skills/energyBlast/energyBlast.ogg"
   }
   Explosion {
      shader = "solarFlare"
      light = ( 1 1 1 ) 50
      size = 100
      duration = 5000
      soundFx = "skills/solarFlare/solarFlare.ogg"
      noRockDebris = 1
   }
   Hud {
      displayName = "Solar Flare"
      icon = "skills/solarFlare/icon.png"
   }
}

private "kameHameHa" {
   Charge {
      shader = "energyBallBlue"
      size = [0 1]
      light = ( 0.25 0.5 1 ) [0 0.5]
      timedFx = ( 4 "skills/kamehameha/kamehamehaReady.ogg"
             10 "skills/kamehameha/gokuKamehamehaAngryStart.ogg")
      loopFx = "skills/kamehameha/kamehamehaChargeLoop.ogg"
      loopParticles = "AuraDebris"
      loopParticles = "SkillsKamehamehaRay"
   }
   Flash {
      model = "skills/energyBeam/beamHead2.md3"
      skin = "skills/energyBeam/beamHead1.skin"
      size = 2
      light = ( 0.25 0.5 1 ) 10
      loopParticles = "SkillsKamehamehaRayFire"
      particles = "EnergyBlastSmoke"
      //soundFx = "skills/kamehameha/kameHameHa.ogg"
      //soundFx = "skills/kamehameha/gokuKameHameHaEnd.ogg"
      soundFx = "skills/kamehameha/gokuKamehamehaAngryEnd.ogg"
      loopFx = "skills/kamehameha/kamehamehaFiring.ogg"
   }
   Missile {
      particles = "SkillsKamehamehaRayFire"
      model = "skills/energyBeam/beamHead1.md3"
      skin = "skills/energyBeam/beamHead1.skin"
      size = 10
      //spin = ( 0 0 10 )
      light = ( 0.25 0.5 1 ) 20
   }
   Struggle {
      model = "skills/energyBeam/beamstruggle.md3"
      skin = "skills/energyBeam/beamstruggleBlue.skin"
   }
   Explosion {
      skin = "effects/explosion/explosionBlue.skin"
      size = 140
      light = ( 0.25 0.5 1 ) 50
      duration = 4000
      smokeParticles = "ExplosionSmokeLarge"
   }
   Trail {
      shader = "energyBeamBlue"
      size = 30
   }
   Hud {
      displayName = "KameHameHa"
      icon = "skills/kamehameha/icon.png"
   }
}

private "hyperkameHameHa" {
   Charge {
      shader = "energyBallBlue"
      size = [0 1]
      light = ( 0.25 0.5 1 ) [0 0.5]
      timedFx = ( 4 "skills/kamehameha/kamehamehaReady.ogg"
             10 "skills/kamehameha/gokuKamehamehaAngryStart.ogg")
      loopFx = "skills/kamehameha/kamehamehaChargeLoop.ogg"
      loopParticles = "AuraDebris"
      loopParticles = "SkillsKamehamehaRay"
   }
   Flash {
      model = "skills/energyBeam/beamHead2.md3"
      skin = "skills/energyBeam/beamHead1.skin"
      size = 20
      light = ( 0.25 0.5 1 ) 100
      loopParticles = "SkillsKamehamehaRayFire"
      particles = "EnergyBlastSmoke"
      //soundFx = "skills/kamehameha/kameHameHa.ogg"
      //soundFx = "skills/kamehameha/gokuKameHameHaEnd.ogg"
      soundFx = "skills/kamehameha/gokuKamehamehaAngryEnd.ogg"
      loopFx = "skills/kamehameha/kamehamehaFiring.ogg"
   }
   Missile {
      particles = "SkillsKamehamehaRayFire"
      model = "skills/energyBeam/beamHead1.md3"
      skin = "skills/energyBeam/beamHead1.skin"
      size = 100
      //spin = ( 0 0 10 )
      light = ( 0.25 0.5 1 ) 20
   }
   Struggle {
      model = "skills/energyBeam/beamstruggle.md3"
      skin = "skills/energyBeam/beamstruggleBlue.skin"
   }
   Explosion {
      skin = "effects/explosion/explosionBlue.skin"
      size = 1400
      light = ( 0.25 0.5 1 ) 500
      duration = 40000
      smokeParticles = "ExplosionSmokeLarge"
   }
   Trail {
      shader = "energyBeamBlue"
      size = 30
   }
   Hud {
      displayName = "KameHameHa"
      icon = "skills/kamehameha/icon.png"
   }
}


private "energyBlast" {
   Charge {
      tagTo = "tag_head"
   }
   Flash {
      light = ( 1 1 1 ) 5
      soundFx = "skills/energyBlast/energyBlast.ogg"
   }
   Explosion {
      shader = "shockwave"
      light = ( 1 1 1 ) 5
      size = 20
      duration = 100
      soundFx = "effects/contact.ogg"
      smokeParticles = "EnergyBlastSmoke"
   }
   Hud {
      displayName = "Energy Blast"
      icon = "skills/energyBlast/icon.png"
   }
}

private "energyBlastConstant" {
   Charge {
      tagTo = "tag_weapon"
   }
   Flash {
      light = ( 1 1 1 ) 5
      //soundFx = "sound/skills/energyBlast/energyBlast.ogg"
   }
   Explosion {
      shader = "skills/energyBlast"
      light = ( 1 1 1 ) 5
      size = 10
      duration = 100
      soundFx = "effects/contact.ogg"
   }
   Hud {
      displayName = "Energy Blast Force"
      icon = "skills/energyBlast/icon.png"
   }
}

private "Spirit Bomb" = "baseAttack"  {
   Charge {
      model = "skills/Spirit Bomb/Spirit Bomb.md3"
      skin = "skills/Spirit Bomb/Spirit Bomb.skin"
      loopParticles = "SkillsSpiritBombEnergy"
      animationRange = [25 100]
      size = [0.01 60.0]
      light = ( 0.25 0.5 1 ) [0 40]
      loopFx = "skills/pulseLoop1.ogg"
      timedFx = (
          1 "skills/Spirit Bomb/SpiritBombBeginNew.ogg"
         50 "skills/Spirit Bomb/SpiritBombNew.ogg"
         80 "skills/Spirit Bomb/spiritBombChargeFinished.ogg"
      )
   }
   Flash {
      light = ( 0.25 0.5 1 ) 200
      soundFx = "skills/bigFlash1.ogg"
   }
   Missile {
      model = "skills/Spirit Bomb/Spirit Bomb.md3"
      skin = "skills/Spirit Bomb/Spirit Bomb.skin"
      size = 2
      light = ( 0.25 0.5 1 ) 120
   }
   Explosion {
      model = "effects/explosion/HPE.md3"
      skin = "effects/explosion/HPExplosionBlue.skin"
      size = 600
      light = ( 0.25 0.5 1 ) 600
      duration = 16000
      //smokeParticles = "ExplosionSmokeLarge"
   }
   Hud {
      displayName = "Spirit Bomb"
      icon = "skills/Spirit Bomb/icon.png"
   }
}

Weapon 1 = "kiBlast" | "kiStorm"
Weapon 2 = "kiBall" | "kiBeam"
Weapon 3 = "energyBlast" | "energyBlastConstant"
Weapon 4 = "kamehameha" | "hyperkameHameHa"
Weapon 5 = "Spirit Bomb"
weapon 6 = "solarFlare"



with the kamehamaha I just removed the

= "baseAttack"


part for both normal and hyper

edit
the

minTier = 5


in the original file (I remade it) was all undercase

mintier = 5

Mima The Disciple View user's profile Send private message

Reply with quote Friday, May 13, 2011

Did you try leaving the "=baseAttack"?
I can't seem to spot anything wrong yet, but I'll look deeper now as well.

hyper_sonic View user's profile Send private message

Reply with quote Saturday, May 14, 2011

I tried what you said (leaving "=baseattack") but it still won't work. I am still learning this, and thanks for the help so far.

Mima The Disciple View user's profile Send private message

Reply with quote Saturday, May 14, 2011

I think I know. I am not sure though, but I think I came across that problem as well. Try lowering the speed to 10000. Perhaps that will work. I am not sure if there is a limit, but I will check it out.

hyper_sonic View user's profile Send private message

Reply with quote Saturday, May 14, 2011

okay I am trying that. In my last post I was not trying to sound mad I was just letting you know. Also I just realised I don't have the kamehameha attack for weapon 4 alt attack in the animation.cfg file, so that might be why if it is I will let you know.

edit:
the animation part is not the problem

edit 2:
okay I go it to work (it is now attack #6)I just had to change the .grfx file speed and size for the attack, but now there are no graphics for any attack. (ie. "black squares for attack icons", invisible attacks, invisible blast explosions, etc.)

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