Seeing as this isn't braking the rules because nothing illegal is being mentioned can anyone tell em why the game just goes off on the loading screen. It worked fine yesterday. And reinstalling doesn't work.
Quote from: aj4life16 on November 26, 2007, 10:21:30 AM
Seeing as this isn't braking the rules because nothing illegal is being mentioned can anyone tell em why the game just goes off on the loading screen. It worked fine yesterday. And reinstalling doesn't work.
Sure, just re-install the game from your CD.
You might want to investigate solutions to this problem here (http://www.amazon.com/gp/offer-listing/B00005V8TW/ref=dp_olp_2?ie=UTF8&qid=1196101515&sr=8-2) or here (http://www.amazon.com/Freedom-Force-Vs-Third-Reich/dp/B0006ZB0ZS/ref=pd_bbs_sr_1?ie=UTF8&s=videogames&qid=1196101515&sr=8-1).
ow_tiobe_sb
Phantom Bunburyist and The Prat in the Hat
I already put it back on the PC many times today. ^_^
I am also buying a new one from Amazon so need a temporary solution.
I think you'll just have to wait until it arrives.
I got it working but I only have to wait to Thursday/Friday.
How reliable are Amazon on delivery days?
In my experience, very. In fact, I usually get my orders a day or two early, at least when I take the free shipping option.
That sounds great. :thumbup:
I am hoping to learn how to edit my characters and what not with the free time I am getting off due to injury. The game not crashing all the time should help. :cool:
The games just arrived!! :thumbup:
Good. I'm glad for you. And thank you for legitimately supporting a great game.
Good! Now fill your hard drives with :ffvstr: content! :P
You think it wasn't already? :blink:
But can someone help me by telling me how on earth i get the hero files into the game.
There on:
C:\Documents and Settings\Your Username\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\Custom\Heroes
And I put them in there. Sweet. :thumbup:
[Edit]I see that GGiant already answered, but I'll post this anyway since it has a couple more notes on questions people often have.[/Edit]
The .hero files themselves go in a folder named C:\Documents and Settings\[Windows user name]\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\Custom\Heroes, assuming you have Windows installed on drive C:.
Each HERO file is built on a mesh, which must also be installed. It can go in one of two places. I recommend that it be in the ..\Custom\Art\library\characters\ folder, under the base game folder (see the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0) if you don't know where that is).
Each mesh should have its own folder in that directory and that folder must have a mesh file (usually character.nif) a keyframes file (usually character.kf, but sometimes keyframes.kf) and a skins folder with at least one subfolder (usually called standard) with some image files (.tga or .dds) in it. Most mesh archive files (the zip or rar files you got when you downloaded the mesh) will put everything in the right place if you just unzip them to the mesh folder. Some of them let you use one of several keyframes, so you download those separately and put them in the mesh's folder along with the character.nif file.
Note that if you just download a skin, it won't do anything by itself. It probably comes with a readme note that says which mesh it goes with. You must have installed that mesh and then you can put the new skin folder (with its own name) next to the standard folder under that mesh's skins folder.
More notes on this sort of thing (including NIF conversion, which may be needed to use some FF meshes in FFvT3R) are also on the FR World Wiki, a link to which is also in the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0).
Quote from: stumpy on November 28, 2007, 05:59:56 AM
[Edit]I see that GGiant already answered, but I'll post this anyway since it has a couple more notes on questions people often have.[/Edit]
The .hero files themselves go in a folder named C:\Documents and Settings\[Windows user name]\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\Custom\Heroes, assuming you have Windows installed on drive C:.
Each HERO file is built on a mesh, which must also be installed. It can go in one of two places. I recommend that it be in the ..\Custom\Art\library\characters\ folder, under the base game folder (see the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0) if you don't know where that is).
Each mesh should have its own folder in that directory and that folder must have a mesh file (usually character.nif) a keyframes file (usually character.kf, but sometimes keyframes.kf) and a skins folder with at least one subfolder (usually called standard) with some image files (.tga or .dds) in it. Most mesh archive files (the zip or rar files you got when you downloaded the mesh) will put everything in the right place if you just unzip them to the mesh folder. Some of them let you use one of several keyframes, so you download those separately and put them in the mesh's folder along with the character.nif file.
Note that if you just download a skin, it won't do anything by itself. It probably comes with a readme note that says which mesh it goes with. You must have installed that mesh and then you can put the new skin folder (with its own name) next to the standard folder under that mesh's skins folder.
More notes on this sort of thing (including NIF conversion, which may be needed to use some FF meshes in FFvT3R) are also on the FR World Wiki, a link to which is also in the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0).
I know what I was doign wrong. seeign as I had the fre eversion I didn't have all the files. But Amazon helped with that.
Thanks guys.
But whats .hero.bak and .m25ai ?
.hero are hero files.
.bak are backup files, at least I think they are. At any rate, you can safely ignore them. The game generates them itself and never actually needs you to transfer them.
.m25ai are AIs for m25's AI system included in FFX 3.2.
Thanks.
I can get rid of them then and just do new ones with FFX 3.2. :thumbup:
Whats .py?
I donno why but he .hero files are going into the game but the character is not actually showing in the game. They are separate. :(
As was previously explain, you need the meshes and skins to actually see anything. The hero files are just the stats, you need the graphics and animations.
.py are python files. If they're in the hero folder, then they are FFX customizations.
I know that I mean the characters skin/mesh and the hero files are separate.
So I stick say Superman's hero file in the heroes folder and then in the gam,e I have an invisible Superman with stats etc. But I have superman in the character folder and the game has them differently. So theres two superman on my list, ones the hero file ones the skin/mesh. :huh:
I am going to put out an Apollo hero file I think. :thumbup:
There are, in your example, dozens of different meshes that can be used for superman. It will only work with the right one. Wherever you got your hero file should tell you what mesh.
I donno its happening with every file.
They were working before then I moved the hero files to another folder and now they all stopped working.
Like just now I put Prophet into the game and his hero file in the right folder and then played and his hero file turns up as a selectable character and his skin/mesh can be used as a skin for created characters but no stats or moves.
I did just have to do Prophet manually but luckily its not much.
Quote from: aj4life16 on November 28, 2007, 07:08:18 PM
They were working before then I moved the hero files to another folder and now they all stopped working.
So why in the world would you move the hero files if they WERE working?!?!?!?
One thing you need to know about other people's hero files is that they are specific to the exact mesh and skin that the hero file creator uses. If your Superman's mesh is "Superman_REN" and I am using "Superman_tf" (Tommyboy's superman mesh) and you use my Superman hero file, nothing will show up. But what you can do is use Alex's EZHero editor to edit the hero file to use your mesh, and its as simple as that. You may need to still edit it in game to match the skin up you want to use.
Also to confuse you more, there are 2 places that you can install your meshes: "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\Custom\Art\library\characters" is where I put mine, and then there is another location which I cant remember off the top of my head.
If you use that location for your meshes and the hero file you use points to a mesh in the "other" directory the character wont show up either, but all you have to do again is use the EZHero editor to point the hero file to the mesh you want.
USAgent, I keep my custom meshes the same place you do because 1) I think they load faster and 2) I want people using my Windows guest account to be able to design heroes without re-installing all the meshes. But, the game will look for the character's mesh in both places, so you can have them in either one without changing the HERO file.
aj4life16:
Okay, since you have FFX 3.2 installed, we can do some diagnosis and see where you are stuck. I am assuming you have a Superman HERO file whose name is superman.hero. If you called it something else (check the file in the location described earlier to make sure you know the exact filename), then use that filename instead in the h = Campaign_ReadHeroFile('superman.hero') line below.
Start the game with the FFX shortcut, start the campaign, skip past the cut-scenes, pause the game, and then open the console. If you don't know how to open the console, then read the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0). Also read the post on avoiding errors at the console as well.
Then, at the console, enter the following lines, one at a time. (Copy each line here without copying any carriage returns, then go back to the game, get rid of any spaces at the console, paste the line and then hit return.)
import os
from os.path import isdir, join, dirname
from datfiles import *
h = Campaign_ReadHeroFile('superman.hero')
ShowHero(h)
if isdir(dirname(join(GetFFPath(),'custom','art',h['NIF']))): np = dirname(join(GetFFPath(),'custom','art',h['NIF']))
if isdir(dirname(join(GetWinTempPath(),'custom','art',h['NIF']))): np = dirname(join(GetWinTempPath(),'custom','art',h['NIF']))
print np
for p in os.walk(np): print p
(I can't open FFvT3R right now to test that, but hopefully it is bug-free.)
Then, post your script.log and maybe we can see what's going on.
I had my reasons.
I'm of to bed but any help I can get would be great.
Thanks. :)
EDIT: Its 4 am so I will try that tomorow morning. :thumbup:
But lets use Daredevil instead seeing as I never use Superman anyway. :P
The guide tells me how to open the base but they don't tell me how to get the shotcut tab open when its not.
Quote from: stumpy on November 28, 2007, 08:25:34 PM
USAgent, I keep my custom meshes the same place you do because 1) I think they load faster and 2) I want people using my Windows guest account to be able to design heroes without re-installing all the meshes. But, the game will look for the character's mesh in both places, so you can have them in either one without changing the HERO file.
Ok, but I could of sworn after I moved my meshes to my current directory from the old one I had to re-assign my hero files with a editor. But maybe that had something to do with me trying to open my hero files with MrBrdo's editor which wasnt made for FFV3R.
How do I get the hero files and the meshes to work together in the game?
If the right hero file and the mesh and skin it was made for are all installed in the right places, they will do so automatically.
Well they're not and I can't work the console thing.
Here are some pictures of the problem:
[img=http://img20.imageshack.us/img20/8128/51952008fd6.th.png] (http://img20.imageshack.us/my.php?image=51952008fd6.png)
[img=http://img526.imageshack.us/img526/1000/69238819gc2.th.png] (http://img526.imageshack.us/my.php?image=69238819gc2.png)
[img=http://img523.imageshack.us/img523/3201/72003863sb6.th.png] (http://img523.imageshack.us/my.php?image=72003863sb6.png)
[img=http://img266.imageshack.us/img266/962/36792198dw7.th.png] (http://img266.imageshack.us/my.php?image=36792198dw7.png)
[img=http://img144.imageshack.us/img144/7096/72097181pe3.th.png] (http://img144.imageshack.us/my.php?image=72097181pe3.png)
So this is happening AFTER you used Alex's EZhero editor to assign the hero files to your meshes?
Quote from: USAgent on November 29, 2007, 08:33:44 PM
So this is happening AFTER you used Alex's EZhero editor to assign the hero files to your meshes?
What now?
I don't know how to do that....I think.
If I'm looking at this correctly, You have a hero file, you have the mesh and skins, and the mesh shows up in game correctly, but the stats and powers etc...basically all the info for the hero is not there?
Is that the problem?
I have run into this problem before and it usually had to do with Hero files being made for FF1 and weird differences in the hero files and how they were created (there were a few third party editors for the first game that saved info in slightly different ways).
As others have suggested, download Alex's Hero Tool.
Its pretty straightforward and easy to use, and it supports hero files form both games.
It might be something as simple as loading the hero file up and saving it out again as FFvTR.
I don't know how to convert with that TBH. I just used it to load hero file because thats all I knew how to do.
Try this:
1. Run EZHero
2. Open up the Hero you are having trouble with
3. Click the "Save As" button at the top
4. It will open up a new dialog window with some options. In the upper right corner of this dialogue is a Field for "Type" It will say either FF for the first game or FFvTR for the second. Next to that field is a button called "..." clicking it will toggle between the two game formats. Click it until it changes to FFvTR. Leave the rest of the options alone for now.
5. Click OK to save the hero file
Now try it in game again and see if you still have the same problem.
That actually was a good idea but the hero file is still up for picks. :unsure:
BTW does anyone know if there are any Supreme Power hero files for Blur and what not?
From the pics, I'd say that either you are trying to us a :ff: Hero File in :ffvstr:, or you are not using the right mesh. Unless you renamed the folders for the meshes. Most mesh folders are not simply named for the hero, but have a designation to distinguish them from others. You aren't renaming then, are you? That would account for the problem.
In any case, EZHero will let you actually change what mesh the hero file works with. Try it.
Quote from: aj4life16 on November 29, 2007, 11:13:32 PM
I don't know how to convert with that TBH. I just used it to load hero file because thats all I knew how to do.
Seriously I am a noob to it all but I am getting ****** off with them not working.
Well honestly we are all giving you all the advice we can.
The problems with downloading hero files is that there are different versions from different games, different meshes, different skins, different paths, different FX etc... and unless you have a basic understanding of how all those things tie together you can find yourself getting lost pretty easily.
I'm thinking that maybe you are trying to jump into the deep end of the pool and getting frustrated.
Rather than trying to download every mesh and every skin and every hero file there is and trying to get them all to work, try making a single character yourself. Pick a character you like (like daredevil) and use the in-game character tool to make your own hero file how you want. Set the stats, make some powers etc... That might help you to understand the process better and how it works.
Once you create a character that works:
A) You might find its kinda fun to make them yourself
B) You have a good reference file that you can open in EZHero to possibly compare the differences between it and the ones you are having problems with that you downloaded.
Quote from: aj4life16 on November 30, 2007, 02:56:44 PM
I don't know how to convert with that TBH.
I'm not sure what that has to do with using the EZeditor but maybe I can help withthese simple step by step instructions on how to assign a hero file to a mesh.
First open up the hero file with the editor.
(http://img.photobucket.com/albums/v34/USAgent/1-1.jpg)
then go the the "advanced" area where the name of the mesh is that the hero file uses and click the little box (where the red arrow is pointing to)
(http://img.photobucket.com/albums/v34/USAgent/2-1.jpg)
which will open up your characters folder with the names of all your meshes and then scroll down to the mesh you want to use , click on it and then "select mesh"
(http://img.photobucket.com/albums/v34/USAgent/3-1.jpg)
then save it
(http://img.photobucket.com/albums/v34/USAgent/4.jpg)
Mr. Pizanno had some good advise for you as well, I think your trying to get to deep in content for the game that we've been messing with for years now, you should get some of the basics down first, and mess around with creating your own hero files as well.
hope that helps!
I have created my own. Every one you saw on the list was my own.
But I am gonna try that mesh thing.
Edit.
That done the trick with Mar-Vell.
Now if only I could find out why Supreme Power Hyperion takes hardly any damage with 7 durability when a strength 10 hits him and why eye beams and such never work in my game. :huh:
Thanks guys. :thumbup: To all of you.
QuoteNow if only I could find out why Supreme Power Hyperion takes hardly any damage with 7 durability when a strength 10 hits him
likely because said strength 10 is using a very week power.
Quoteeye beams and such never work in my game.
Eye beams are just beams with fx that generally comes from the eyes instead of hands. You just need to use the right fx.
The same website that has EZHero, by the way, also has EZFX6, which will automatically add a bunch of fx into the game. You will want to reinstall FFX3.2 afterwards, to allow the installer to plug in the FX properly.
Given some of the trouble you've had, however, it may be best to wait on installing something else until you're a little more comfortable with things.
Another thing you should know about using other's hero files is that since they are most likely useing different meshes than you and also they may have some "fx" you dont have, you will want to edit the characters in game some. Meaning you should check out the characters in the edit mode in game and go through all their powers and attacks to match up the animations and FX to what you like. Like someone's Daredevil hero file might use a mesh with different animations than the one you use and they might have a "daredevil combo" attack as a move which uses a melee_3 which may be a 3 hit combo with their mesh and your Daredevil mesh's melee_3 might just be a single kick.
And like Cat said you probably didnt see Hyperion's eye beams because you dont have the right eye beam FX that the hero file creator used, so that is something else you will want to edit in game. Choose a FX that you have.
*Edits whole post*
So the NEW f*****g problems are some player 1 doesn't take damage. Watch mode or rumble.
And no energy attacks work, and far away ones like Canary's cry.
I am not sure just what you mean by "some player 1 doesn't take damage" or "no energy attacks work"...? Do you mean the character is hit by an attack and no damage bubble shows up on screen? that the damage bubble shows up, but his health doesn't change? Do the energy attacks do no damage? Do they do damage but the FX are wrong? Etc.
The issues you seem to be having are a little tough to diagnose. This often happens when you are new and things don't work exactly the way you think they do, making it difficult for others to tell if things aren't working right; if they are working right, but just not how you expect; or if the description is just hard to understand.
You could do yourself a big favor by learning to enable the console (as described in the Game FAQ). Then you could do things like post your script.log with the datfiles.ShowHero() info for your characters (like the attacker and defender you are describing above) and we would have some objective data to work with (we could look at how the powers are built, check if the character has any attributes that may be affecting damage, see if there are errors in the log, etc.).
Posting that sort of info and very specific and exact descriptions of what happens when something goes wrong, are really useful in getting help.
Some characters take no damage when they're player one while others do.
Like I said I am terrible when it comes to computers (Had one for the first time for a few months) and on the tutorial it tells me what to do but at times where it says if its working do this it doesn't tell em what to do if it isn't or things like that.
Its not to good for someone who has never had a computer. Like I said before.
With few exceptions, getting the console to work is pretty straightforward. Follow the instructions in the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.msg572260#msg572260) and post here if you are stuck. Just be exact in what you have done (post your localinit.py file, for example), and it what goes wrong when you think it should be working. People here are pretty good at helping out with this sort of thing and all of the other issues you have will see quicker and better resolution if you are able to take these steps that help us diagnose what's going on.
Quote from: stumpy on December 02, 2007, 01:39:41 PM
With few exceptions, getting the console to work is pretty straightforward. Follow the instructions in the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.msg572260#msg572260) and post here if you are stuck. Just be exact in what you have done (post your localinit.py file, for example), and it what goes wrong when you think it should be working. People here are pretty good at helping out with this sort of thing and all of the other issues you have will see quicker and better resolution if you are able to take these steps that help us diagnose what's going on.
I done the console thing and I got this up.
[img=http://img137.imageshack.us/img137/1781/76281450wr7.th.png] (http://img137.imageshack.us/my.php?image=76281450wr7.png)
Quote from: aj4life16 on December 02, 2007, 02:08:29 PMWell for starters ffvt3r.exe plays the game. Thats all.
I don't know what you mean by that. Yes, ffvt3r.exe can be used to start the game (but you shouldn't start it that way, since it won't load any mods or run with logging turned on).
When are you starting the game using ffvt3r.exe? You don't need to double-click ffvt3r.exe to enable the console.
If you are stuck, describing your situation specifically (like "I am at the step where I'm supposed to 'Find a file called localinit.py and open it in a plain text editor like Notepad.'") and say what's going wrong (what you expect to see or do and what's happening instead). Then we can guide you through it.
I edited. :thumbup:
[img=http://img137.imageshack.us/img137/1781/76281450wr7.th.png] (http://img137.imageshack.us/my.php?image=76281450wr7.png)
Cool. Now, with the console working, you can give us some more info on what's going on with these other problems.
For instance, with the game running (started using the FFX shortcut), start the Rumble Room session with the characters you mentioned above, where "player one" (I am assuming you refer to the first character in your selected squad) takes no damage. Select just that character for your squad and just the character who's power was unable to harm him in your "enemies" list. Then, enter the RR and wait until he takes no damage when he should have. Then pause the game, open the console, and enter the following two lines (copy and paste them one at a time)
for c in getAllHeroes(): datfiles.ShowHero(GetCharacterData(c))
for c in getAllBaddies(): datfiles.ShowHero(GetCharacterData(c))
Then post your script.log here and we might be able to figure out what's going on.
Um how can I paste the script when the game is playing? :huh:
I tried typing out the first line and I got error something.
Oh BTW where do I stick FX files like Batmans Batarang?
Quote from: aj4life16 on December 02, 2007, 03:20:55 PM
Um how can I paste the script when the game is playing? :huh:
I tried typing out the first line and I got error something.
Oh BTW where do I stick FX files like Batmans Batarang?
ctrl + V. FX have readmes exactly for that reason. You should probably try to make use of them.
---friendly neighborhood tipster brigade.
On top of what Previsionary mentioned, most of this is in the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.0), but here's a summary.
Quote from: aj4life16 on December 02, 2007, 03:20:55 PMUm how can I paste the script when the game is playing? :huh:
At the game, hit pause. (Make sure the game console is closed.) Switch to your browser and copy the script line from the post. Then switch back to the game and open the console. Then hit Ctrl-V to paste. Then hit return. A bunch of stuff will print out. (It doesn't matter if it scrolls off before you can read it.)
Then repeat the process for each of the script lines until you have done them all.
Then open up the script.log (see the Game FAQ if you don't know where it is) in a text editor like
Notepad and copy the whole thing. (If you hadn't been playing the mission all that long, it should be post-able. If it is too long to post, see the notes at the top of the FFX bug thread (http://freedomreborn.net/archive/index.php?topic=40930.msg571594#msg571594) on how to pick out the parts you want to post.) Then post it here. Use the code tags (click the (http://home.graffiti.net/stumpyanker:graffiti.net/images/BBCodeTagButton.gif) button and then paste).
Quote from: aj4life16 on December 02, 2007, 03:20:55 PMI tried typing out the first line and I got error something.
There was probably a typo or you left a space at the beginning of the line at the console. There is a note on this in the Game FAQ.
Quote from: aj4life16 on December 02, 2007, 03:20:55 PMOh BTW where do I stick FX files like Batmans Batarang?
I don't know off hand, though I think most FX you download have instructions with them. This is also something at the FR World wiki (see the Game FAQ for a link).
I personally wouldn't try manually installing fx at this point. You seem to be having trouble with things, and fx installation gives folks problems sometime. You don't need more of those.
Quote from: Previsionary on December 02, 2007, 04:57:47 PM
Quote from: aj4life16 on December 02, 2007, 03:20:55 PM
Um how can I paste the script when the game is playing? :huh:
I tried typing out the first line and I got error something.
Oh BTW where do I stick FX files like Batmans Batarang?
ctrl + V. FX have readmes exactly for that reason. You should probably try to make use of them.
---friendly neighborhood tipster brigade.
I tried and when it is all in ne big pile it doesn't help. Its better when people explain.
---friendly neighborhood noob.
Quote from: aj4life16 on December 02, 2007, 07:06:51 PM
Quote from: Previsionary on December 02, 2007, 04:57:47 PM
Quote from: aj4life16 on December 02, 2007, 03:20:55 PM
Um how can I paste the script when the game is playing? :huh:
I tried typing out the first line and I got error something.
Oh BTW where do I stick FX files like Batmans Batarang?
ctrl + V. FX have readmes exactly for that reason. You should probably try to make use of them.
---friendly neighborhood tipster brigade.
I tried and when it is all in ne big pile it doesn't help. Its better when people explain.
---friendly neighborhood noob.
Translation:
"I'm too lazy and impatient to read anything outside of this thread."
Quote from: tommyboy on December 03, 2007, 02:15:39 AM
Quote from: aj4life16 on December 02, 2007, 07:06:51 PM
Quote from: Previsionary on December 02, 2007, 04:57:47 PM
Quote from: aj4life16 on December 02, 2007, 03:20:55 PM
Um how can I paste the script when the game is playing? :huh:
I tried typing out the first line and I got error something.
Oh BTW where do I stick FX files like Batmans Batarang?
ctrl + V. FX have readmes exactly for that reason. You should probably try to make use of them.
---friendly neighborhood tipster brigade.
I tried and when it is all in ne big pile it doesn't help. Its better when people explain.
---friendly neighborhood noob.
Translation:
"I'm too lazy and impatient to read anything outside of this thread."
I love how people on this site like to think they know more about other people than the other people know about themselves. :lol:
Well, I can't exactly blame tommy in this instance when you're asking for people to explain stuff to you that was explained over and over and over and over in several different places for people like you, (noobular) so we wouldn't have to keep retyping stuff that already been explained on these boards in several different locales.
You can probably see the redundancy in that sentence and that's how re-explaining something just to appease you appears as well. The FR Wiki , stumpy's game faq, and the fx readmes were made to help new people, so when people link you to something that clearly explains everything you're asking...use it, please. When you have a problem...describe it, please. The guessing game on where you're having problems isn't fun. Also, like cat said...you should probably leave FX alone until you fix your current crop of problems...they seem to follow you around like a dog chasing its tail.
---friendly neighborhood tipster brigade.
To put it another way, one must learn to crawl before one can walk. You're still working on moving your feet in unison, yet you're trying to run marathons. It ain't going to work, friend.
I've just read over this thread and I have to say I'm lost. You seem to be having a million different problems that are all unrelated.
So:
1) Have you got your characters working (hero files, mesh, skin) ?
2) Have you installed FFX? (different from FX mind, that could explain the "not taking damage" part and energy being different)
3) What else are you trying to do? install fx?
Basically if you're trying to do all that at once it's bound to be confusing. You've got to sit down, dedicate an hour or two to understanding it all, and get your head around it. Tommy made a good point, if you really take in the stuff on http://frworld.wikispaces.com/ and in this thread you can't go far wrong.
The order of understanding I'd say should be:
Hero files, skins, meshes (get this down before anything else)
Then converting, changing meshes for hero files, knowing how a skin works
Then download FFEdit and installing FX (this gets quite hard)
Then installing FFX and using the console.
Just try and explain what you're doing, start new threads for new problems (not too many, mind) so things don't get jumbled up.
Tommy is half right, FFVTTR isn't that hard, it just takes concentration and time.
Quote from: catwhowalksbyhimself on December 03, 2007, 05:19:40 AM
To put it another way, one must learn to crawl before one can walk. You're still working on moving your feet in unison, yet you're trying to run marathons. It ain't going to work, friend.
I am just stuck on the basic things. :lol:
Anyway I will work on the problems after a lie down.
But why are people jumping over the FX thing. I only asked where I put it. I am not even interested in it yet. :lol:
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1196711187.281000
Starting Height Check module 1.4
Starting System Utilities 1.4
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py v 0.79 beta
skXMapInfo: m25ai available
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Loading m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
numberStr=46
storing hero_0: id_1,-46
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skcustom_vil_001 0 0
initAttribsForChar: working on _skcustom_vil_001 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute invulnerable34
execInitAttrib: init invulnerable3 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init invulnerable4 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute fastflier
execInitAttrib: init fastflier attribute
on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar: working on hero_0 (apollo)
initAttribsForChar (apollo): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute invulnerable34
execInitAttrib: init invulnerable3 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init invulnerable4 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute fastflier
execInitAttrib: init fastflier attribute
on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute solarpowered
execInitAttrib: init solarpowered attribute
on hero_0 of template custom_template_46 (apollo)
solar powered characterhero_0 has base energy 4
initAttribsForChar (apollo): looking at attribute metabolic
execInitAttrib: init metabolic attribute
on hero_0 of template custom_template_46 (apollo)
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
2
1
2
1
4
3
>>> for c in getAllHeroes(): datfiles.ShowHero(GetCharacterData(c))
name : apollo
charName : apollo
isCustom : 1
BaseTemplateName : generic_hero
strength : 6
speed : 6
agility : 4
endurance : 6
energy : 4
VID :
AI : CGenericHero
NIF : library\characters\Apollo\character.nif
material : 0.0
mass : 96.0
skin : standard
activeAttributes : 5
characterAttributes : ['superhuman', 'invulnerable34', 'fastflier', 'solarpowered', 'metabolic']
objectAttributes : ['mass', 'material', 'complex', 'ffx1', 'ffx2']
movementRadius : 0.0
class : GAME_OBJ_HERO
CSBase :
XP : 0
CP : 0
powerLevels : {'punch': 1, 'solar punch': 1, 'oak fist': 1, 'solar vision': 1, 'swift punch': 1, 'haymaker': 1, 'door ': 1, 'smash': 1}
complex : 1039.0
powers.keys() : ['punch', 'solar punch', 'oak fist', 'solar vision', 'swift punch', 'haymaker', 'door ', 'smash']
punch:
PowerName = punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_5
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
solar punch:
PowerName = solar punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
oak fist:
PowerName = oak fist
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = high
animation = melee_spunch
FX = order_punishment
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = high
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
solar vision:
PowerName = solar vision
PowerType = PT_RANGED
SubType = PT_ATTACK_SUBTYPE_BEAM
EPCost = medium
animation = ranged_2
FX = aff_eyebeam_yellow
Magnitude = medium
DamageType = PT_DAMAGE_FIRE
Speed = very fast
Stun = low
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = very high
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
swift punch:
PowerName = swift punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = medium
animation = melee_8
FX = supercollider_massivepunch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = medium
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
haymaker:
PowerName = haymaker
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_3
FX = manowar_gaff
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = medium
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
door :
PowerName = door
PowerType = PT_SPECIAL
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = medium
animation = melee
FX = microwave_teleportself
Magnitude = none
DamageType = PT_DAMAGE_PIERCE
Speed = slow
Stun = none
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_TELEPORT_SELF
MaxInstances = 0
AttackFlags =
notForCustom = 0
smash:
PowerName = smash
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_6
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = medium
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
>>> for c in getAllBaddies(): datfiles.ShowHero(GetCharacterData(c))
name : hyperion (sp)
charName : hyperion (sp)
isCustom : 1
BaseTemplateName : generic_hero
strength : 6
speed : 6
agility : 4
endurance : 6
energy : 3
VID :
AI : CZeroCost
NIF : library\characters\Hyperion Supremeverse\character.nif
material : 0.0
mass : 80.0
skin : standard
activeAttributes : 4
characterAttributes : ['superhuman', 'invulnerable34', 'fastflier']
objectAttributes : ['mass', 'useVoice', 'mock', 'material', 'complex']
movementRadius : 0.0
class : GAME_OBJ_HERO
CSBase :
XP : 0
CP : 0
powerLevels : {'hammer crush': 1, 'melee': 1, 'condemnation': 1, 'flaming fist': 1, 'dancing whirlwind': 1, 'haymaker': 1, 'beam': 1, 'fueled punch': 1}
complex : 1064.0
mock : 1.0
useVoice : 1.0
powers.keys() : ['hammer crush', 'melee', 'condemnation', 'flaming fist', 'dancing whirlwind', 'haymaker', 'beam', 'fueled punch']
hammer crush:
PowerName = hammer crush
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_7
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = low
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
melee:
PowerName = melee
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
condemnation:
PowerName = condemnation
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_3
FX = order_spin
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
flaming fist:
PowerName = flaming fist
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_5
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = low
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
dancing whirlwind:
PowerName = dancing whirlwind
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_4
FX = default_punch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = low
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
haymaker:
PowerName = haymaker
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = high
animation = melee_8
FX = default_punch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = high
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
beam:
PowerName = beam
PowerType = PT_RANGED
SubType = PT_ATTACK_SUBTYPE_BEAM
EPCost = medium
animation = ranged_4
FX = aff_xbeam_red
Magnitude = medium
DamageType = PT_DAMAGE_FIRE
Speed = very fast
Stun = low
Knockback = low
RangeMin = short
RangeMax = long
Accuracy = very high
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
fueled punch:
PowerName = fueled punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_6
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = low
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = medium
Radius = small
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_KNOCKBACK_SELF PT_ATTACK_MELEE_AREA
notForCustom = 0
I may be totally wrong here, but after a quick glance, it looks like your characters have invulnerable attributes on them. Invulnerable is one of those attributes that if not used in moderation (like the lowest level one) makes characters way to tough to damage. A lot of players actively go out of their way to NOT use invulnerable attributes because of how one sided it makes a character.
It may work ok for a character like Galactus or some uber-mega-super character, but for just regular heroes it makes them way too hard to damage at all -- which I think was one of your main issues.
Try removing the Invulnerable attribute on each of the characters and see if that helps.
If you need to add some kind of invulnerable-like defense, its often best to use a passive defense power instead (created in the powers section). Makes it more balanced.
I will try him without it.
That's definitely the issue with him not taking damage. Both Hyperion and Apollo have 60 points of invulnerability (10 through superhuman and another 50 through invulnerable34. Someone has to do massive damage to get through that.
Remember that high damage starts at 15 points and extreme at 30. Those may be modified by other factors, but, roughly speaking, a character with 30 points of invulnerability will take no damage half the time from an extreme attack. Very few characters should be above that level, and then you can't be surprised when many opponents can't touch them. (And, they might not be much fun to play...)
BTW, you can check your post to see how the code tags work.
Yeah that done it. He still manages to knock out WWH but its cool. :P
Superman has 75 invulnerability, 10 in how well he takes damage, and classic superhuman. But is still easier to knock out. lol
Thanks.
I suck at making her files for everyone but the people I downlaod from don't have enough moves or base theyre characters differently than I do.
Like Superman is stronger than Black Adam. So to make that fair I give BA 8 and Supes 9. So i do a bit of editing and it tends to mess up. :o
Hey how do you get rid of the double life thing. I mean when the character loses all his left then the bar fills up one more time. Its kinda annoying.
BTW Apollo just beat Hyperion. How accurate is that would you say lol.
QuoteI suck at making her files for everyone but the people I downlaod from don't have enough moves or base theyre characters differently than I do.
You're just learning how to properly ballance things, that's all. I can understand wanted to really use the invulnerability attribute, but now you know the consenquences of doing so.
QuoteHey how do you get rid of the double life thing. I mean when the character loses all his left then the bar fills up one more time. Its kinda annoying.
Well, that's how the invuln attribs work. You can't actually reduce damage by scripting, but you can measure how much was taken and then give some of it back.
With the latter, I actually thought he was referring to the AI-controlled character's use of hero points in the Rumble Room. I could be wrong, though.
aj4life16, if that's what you meant, it is an attempt by the AI to use a hero point to restore health when the character is low, just like you might do if you were playing the character and his health got low enough that he might be KOed. If you want to turn it off, I think there are two ways.
First, most obviously, you can design those heroes with no hero point (give them the UNHEROIC attribute).
Second, I think you can change an option in one of the AI config files. I actually don't recall what that is, but someone probably does.
(Frankly, I like the characters to use hero point remedies. To me, it makes it more like playing against a human opponent.)
You're probably right, Stumpy. I forgot about that. I remember the first time I say an AI use one. It's just a matter of removing one line from the AI itself, but it's better that he not mess with that now.
Besides, you can use Hero points, why shouldn't the AI characters?
Or, he can just lower the Difficulty setting when he's in the Rumle Room, to keep them from using the Hero Point (at least, that's the way it works for FF1).
Its just hero restore or whatever.
I don't mind it that much its just in computer matches that are really long. Then they heal themselevs and they have full health again.
Anyway if there is a A.I file hat does it for everyone and someone knew it would be apreciatewd.
Oh yeah the laser eye beams don't work. I forgot that.
But I don't generally use the health restore for myself.
What do you mean by Laser eye beams don't work?
Can you explain in more detail?
Is it that they do no damage, don't have, and Anim, or something else?
Quote from: aj4life16 on December 03, 2007, 08:48:17 PMOh yeah the laser eye beams don't work. I forgot that.
On the eye beam problem, what exactly goes wrong? If this is for the Apollo character, do you mean the "Solar Vision" power? Does the FX look right when you look at that power in the in-game character editor? Does Hyperion's Beam power work? If neither works, then maybe EZFX is not installed properly? If you are talking about a different character and different power, it might be helpful to do what you did with Apollo and Hyperion and take the character with Laser Eye Beams into the RR, get his
ShowHero() info and post the log again so we can see what power you are talking about.
Otherwise, describe what happens when
you control the character and right click on something and attack it with his Solar Vision power. Be specific. Does he just stand there? Does it make any difference if he attacks an enemy or an inanimate object (like a building)?
If the power works fine
except when he is in the Rumble Room as an enemy, how do you know the power isn't working? In other words, how do you know he was going to use it? (The AI not choosing to use a power is not the same thing as the power not working....)
I click to use the power and they just stand there. No fuss no muss just stand there.
Same with Superman etc but Supes can use Ice breath.
And...? The other questions...?
Well theres not much to reply. In rumble mod I control him click to do the move. He doesn't do anything. I assume I have the things required but I don't know.
Jeez, this is like pulling teeth! Look at my post above. There are several questions there, the answers to which I think may be helpful in figuring out what is going on.
Well it turns out its for most projectiles because Mr fantastic doesn't stretch out far away, he just stands there.
What they look like in the editor, I will have to check.
:doh: One thing at a time.
BTW, my best guess (until you can open the game and look at the character editor and respond to the questions about who had what power, etc.) is that you don't have EZFX installed. So, the HERO files you are using have their characters' powers designed to use FX that you don't have.
You might check that by going to the base game folder, then to Data\Art\library\fx\generic. There should be a bunch of folders there that start with aff_, of which aff_eyebeam_yellow should be one. If it's not there, you probably didn't install EZFX, and, if the character you were talking about was Apollo and the power was his "Solar Vision" which uses that FX, then that's your trouble, or at least where to start.
BTW, if all that's the case, then you probably will want to get EZFX from the "Mods and Goodies" page at http://www.alexff.com/ (http://www.alexff.com/).
If that's not the issue, then it may still be helpful to know the answers to the other questions.
My data doesn't have art libary etc.
BTW is there a thread which gives you links to sites with Freedom Force downloads, not just like Alexes, personnel sites where to get things? I could use one of them.
There are a zillion downloads for the game. I don't think there is one place with a list of all of them. Lots of people have links to their stuff in their signatures. When you browse the forums, you will get to know who creates what kind of content for the game. For some things, there are compiled lists of where things may be found, like the master mesh list for meshes.
Using the (http://freedomreborn.net/simple/Themes/dilbermc/images/filter.gif) search tool (http://freedomreborn.net/archive/index.php?action=search;advanced) will be a big help in tracking down add-ons for the game.
Since you don't have the art folders, I am pretty sure you don't have EZFX 6.0 installed. Grab it from Alex' site and some of your FX-related issues will probably go away.
I will reply to the rest later but I meant characters for download lol.
I'm fairly sure this is just missing FX.
Have you downloaded and installing EZFX? just as stumpy said above, that's where your problem lies.
This thread feels like watching an episode of Abbot and Costello.... :D
Quote from: GogglesPizanno on December 04, 2007, 09:23:38 AMThis thread feels like watching an episode of Abbot and Costello.... :D
So true!! (http://home.graffiti.net/stumpyanker:graffiti.net/emoticons/laughing.gif)(http://home.graffiti.net/stumpyanker:graffiti.net/emoticons/lmao_red-rotate.gif)(http://home.graffiti.net/stumpyanker:graffiti.net/emoticons/laughing.gif)
Quote from: GogglesPizanno on December 04, 2007, 09:23:38 AM
This thread feels like watching an episode of Abbot and Costello.... :D
Post of the month :D
QuoteThis thread feels like watching an episode of Abbot and Costello.... biggrin
Pretty much, only it's far less amusing if you have to play Abbot all the time.
Yeah thanks...
Anyway my only problem now is trying to get them to stop healing themselves. Its annoying as hell. I don't do it and neither should they.
Since no one who knows has piped up on the AI hero point issue, it's likely that the people who are familiar with this aren't following this thread. I suggest four workarounds.
(Note that ..\ffx3\Missions\Scripts\ refers to a folder under your base game folder.)
1)
Change the characters. Edit the characters to have the UNHEROIC attribute. It can be by itself or in a combo. In other words, if the character already has his five attribute slots taken up, you can pick one of the combo attributes he has and add it there.
As an example of adding to a combo attribute, find the attribute in the file ..\ffx3\Missions\Scripts\ffxmulti.py, and add ,'unheroic' to the end of that combo list. (Note the comma.) For example, if the character has the combo attribute CLASSIC SUPERHUMAN, then open ..\ffx3\Missions\Scripts\ffxmulti.py in
Notepad, find the line that looks like
['superhuman','vulnerability','invulnerable2','acrobatic','telepathy','flier'],
and change it to
['superhuman','vulnerability','invulnerable2','acrobatic','telepathy','flier','unheroic'],
2)
Ask in another forum. Post a note to another forum like Mods (since this is related to FFX 3.2) and hope that one of the AI experts knows a solution. I would suggest a post with a descriptive title like "FFX 3.2 AI Question: Can one Disable hero point / remedy use in AI heroes?" And perhaps message content something like:
QuoteI would like to make it so that the characters controlled by the M25 AI in the FFX 3.2 Rumble Room do not use their hero point remedies to heal themselves. Is there a variable or setting in one of the files that would allow me to accomplish this?
If so, I would appreciate help on which file to edit and what line to change. I am new at this.
Thanks.
3)
Edit each character's individual AI profile. If you have run the characters through the M25 AI generator Rumble Room session (which is a good idea) then they will each have a file called
hero_name.m25ai (where
hero_name is the name of your hero's name) in your HERO files folder (see the Game FAQ if you don't know where that is).
(If you haven't run them through the AI generator, then this won't work because their AI profile will be generated on the fly and I don't want to muck with the code that does that.)
If you open those files in
Notepad, you will see that the ones for characters that use their hero points will have a line in them that looks like
'TUseRemedy()',
change that line to
## 'TUseRemedy()',
for each hero file you don't want using a hero point. Note that you will have to do it again if you run the characters through the AI Generator again.
If you want to stop the built-in characters from using their hero points, you can do the same thing in the ..\ffx3\Missions\Scripts\m25aidata.py file, where it will appear once for each character listed.
4)
Use a tool to edit all of the characters' AI profiles. If you want to stop the behavior for all characters that have been run through the AI generator, I have written a little tool you can run from the console that will do it for all of those heroes.
Open
Notepad and copy-paste all of the following there.
# stopremedies.py, 2007 stumpy
import os
import os.path
import datfiles
import string
def RemoveAllRemedies():
# do custom heroes
custompath = os.path.join(datfiles.GetWinTempPath(),'custom','heroes')
customaifiles = map(lambda f,cp=custompath: os.path.join(cp,f),filter(lambda f: f[-6:]=='.m25ai', os.listdir(custompath)))
for aifile in customaifiles:
f = open(aifile,'r')
aidata = f.readlines()
f.close()
changed = 0
newaidata = ''
for line in aidata:
if ( line[0]!='#' ) and ( string.find(line,'TUseRemedy')>=0 ):
newaidata = newaidata + '##' + line
changed = 1
print 'stopremedies.RemoveAllRemedies: commenting out Remedy behavior for character AI file <%s>' % os.path.basename(aifile)
else:
newaidata = newaidata + line
if changed:
f = open(aifile,'w')
f.write('%s' % newaidata)
f.close()
# do built-in heroes
aifile = os.path.join(datfiles.GetModPath(),'Missions','Scripts','m25aidata.py')
f = open(aifile,'r')
aidata = f.readlines()
f.close()
newaidata = ''
changed = 0
for line in aidata:
if ( line[:2] == "['" ) and ( line[-3:] == "',\n" ):
character = line[2:-3]
if ( line[0]!='#' ) and ( string.find(line,'TUseRemedy')>=0 ):
newaidata = newaidata + '##' + line
changed = 1
print 'stopremedies.RemoveAllRemedies: commenting out Remedy behavior for built-in character <%s>' % character
else:
newaidata = newaidata + line
if changed:
f = open(aifile,'w')
f.write('%s' % newaidata)
f.close()
def RestoreAllRemedies():
# do custom heroes
custompath = os.path.join(datfiles.GetWinTempPath(),'custom','heroes')
customaifiles = map(lambda f,cp=custompath: os.path.join(cp,f),filter(lambda f: f[-6:]=='.m25ai', os.listdir(custompath)))
for aifile in customaifiles:
f = open(aifile,'r')
aidata = f.readlines()
f.close()
changed = 0
newaidata = ''
for line in aidata:
if ( line[:2]=='##' ) and ( string.find(line,'TUseRemedy')>=0 ):
newaidata = newaidata + line[2:]
changed = 1
print 'stopremedies.RemoveAllRemedies: uncommenting Remedy behavior for character AI file <%s>' % os.path.basename(aifile)
else:
newaidata = newaidata + line
if changed:
f = open(aifile,'w')
f.write('%s' % newaidata)
f.close()
# do built-in heroes
aifile = os.path.join(datfiles.GetModPath(),'Missions','Scripts','m25aidata.py')
f = open(aifile,'r')
aidata = f.readlines()
f.close()
newaidata = ''
changed = 0
for line in aidata:
if ( line[:2] == "['" ) and ( line[-3:] == "',\n" ):
character = line[2:-3]
if ( line[:2]=='##' ) and ( string.find(line,'TUseRemedy')>=0 ):
newaidata = newaidata + line[2:]
changed = 1
print 'stopremedies.RemoveAllRemedies: uncommenting out Remedy behavior for built-in character <%s>' % character
else:
newaidata = newaidata + line
if changed:
f = open(aifile,'w')
f.write('%s' % newaidata)
f.close()
Save the file in the ..\ffx3\Missions\Scripts\ folder as "stopremedies.py". (Be sure to use the quotation marks when saving in Notepad, or it will add a .txt to the end of the filename, which is not what you want.)
Then, after you have run your characters through the AI generator, open the game console and enter the following two lines, one at a time:
import stopremedies
stopremedies.RemoveAllRemedies()
You would have to run those two lines again if you run characters through the AI generator again.
Uh individually. Screw that.
I will give it another read later know.
You can just change the difficulty from normal/hard to easy.
If you want to play with healing then obviously it's less difficult.
The difficulty effects the A.I so I wont use that.
Edit.
If you weren't supposed to use those keyframes, then you shouldn't do so.
Never mind.
Just as a side note, once they have been up long enough for other people to read them, it's best not to edit your posts in substantial ways (other than spelling / grammar / typos etc.). It makes it tough for people to follow the thread if your change or remove the parts other posters have replied to.
Only one person even replied so I saw no reason not to but fine.
Well if you don't want them to heal but you refuse to lower the difficulty and you refuse to remove their hero points manually, what are you gonna do?
If you ask for help and then don't take it there's nothing we can do.
I know. Thats why I wont bother with it.
But thanks for the ideas.
And, I gave you a script that does exactly what you want, removing the hero point use from the AI profiles of all your characters at once. All you have to do is copy-paste some code to a file and enter two lines at the console and it will work for any character you've run through the AI Generator in the Rumble Room, which you can do for something like thirty characters at once. After, you've done it once, it stays in effect until you create more new characters or run the old ones through the AI Generator again.
If the hero point use bugs you, a two-minute fix is right there for you.