Here's my version of a scripted flying melee. The command appears only on flying targets and when executed the code basically chases down the target and when it's close enough it uses a custom melee power in FFEdit with the Airborne Targets Only flag selected. Because it is a melee power the game is always going to try to force the character to land. The trick is to get the character close enough and to execute the attack fast enough before the target flies out of range. I've been able to nail down the instances where the character lands when trying to execute the attack. They are:
a.) when the target flies out of range of the melee power before all contacts are triggered.
b.) when the target is on a different Z coordinate than the attacker when the power is triggered.
To counter theses two instances you need to (a) choose a melee power that has a fast contact time in the animation. If there are multiple contacts, you run a higher risk of being force to land if the last contact takes to long and (b) try to get to the same height as the target before clicking on the command to attack.
I added in a bit of code to force the character back into the air if they land.
Even though this isn't 100% (I doubt it ever will be considering how the game handles using melee attacks in the air) it's almost there and it's probably alot easier than using my other method and hexing keyframes.
I also included another attribute that is meant to be used by giants and gargantuan characters - Swat Fliers. It works on the same principle as the flying melee attribute but without the worries of being forced to land. The giants basically run up to a flying target and execute a melee power in FFEdit with the Airborne Targets Only flag selected.
Here's the code for ffx.py:
Excellent!
I'll have to try this out when I've time.
Didn't work?
Quote from: TaskMasterX on February 24, 2009, 10:32:54 PM
Here's my version of a scripted flying melee. The command appears only on flying targets and when executed the code basically chases down the target and when it's close enough it uses a custom melee power in FFEdit with the Airborne Targets Only flag selected. Because it is a melee power the game is always going to try to force the character to land. The trick is to get the character close enough and to execute the attack fast enough before the target flies out of range. I've been able to nail down the instances where the character lands when trying to execute the attack. They are:
a.) when the target flies out of range of the melee power before all contacts are triggered.
b.) when the target is on a different Z coordinate than the attacker when the power is triggered.
To counter theses two instances you need to (a) choose a melee power that has a fast contact time in the animation. If there are multiple contacts, you run a higher risk of being force to land if the last contact takes to long and (b) try to get to the same height as the target before clicking on the command to attack.
I added in a bit of code to force the character back into the air if they land.
Even though this isn't 100% (I doubt it ever will be considering how the game handles using melee attacks in the air) it's almost there and it's probably alot easier than using my other method and hexing keyframes.
I also included another attribute that is meant to be used by giants and gargantuan characters - Swat Fliers. It works on the same principle as the flying melee attribute but without the worries of being forced to land. The giants basically run up to a flying target and execute a melee power in FFEdit with the Airborne Targets Only flag selected.
Here's the code for ffx.py:
does it work ???
I must be getting blind in my old age, but I don't see any code posted above.
Dana :huh:
Quote from: cmdrkoenig67 on April 30, 2009, 11:45:39 PM
I must be getting blind in my old age, but I don't see any code posted above.
Dana :huh:
Ditto :blink:
It's here if youalls want it:
http://taskmasterx.synthasite.com/flying-melee-scripted.php
cool i have to try it in Rumble Room !!!!
Dang, was just getting around to trying this and TaskmasterX's site seems to be down for the moment.