Flying melee...projectile or beam?

Started by freegentile, July 08, 2010, 01:51:48 PM

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freegentile

I've gone through the tutorials & searched the forums & there's a lot of info on doing the technical work w/ the mesh & keyframes, but I'm just trying to implement in a hero file. Like many of us, I've been playing DCUG & noted that characters like Shazam, Black Adam, & Wonder Woman have flying melee attacks. But they're all beams. Tutorials say projectile attack. I clued in on the fact that you have to have keyframes that support "FLYING_MELEE" of some type & just figuring that out was great. I did see the YouTube video in the tutorial & that character is w/in range & actually looks like he makes contact. That's the issue w/ my testing.  I was using Shazam from DCUG, for example, & his "AIRBORNE STRENGTH OF HERCULES" is a beam attack. Works great in DCUG, but when I copy his Captain Marvel & try to use in ffx3_Mappack, for example, it just doesn't work. Oddly enough, it even changes the name of the power to "MARVEL STRENGTH OF HERCULES". I copied over keyframes, merged all the necessary dats, made sure Cap had the shaz_attrib in hero setup. I'm using that fx_flying_punch, as well, w/ the THUD @ the end. Perhaps it's a matter of range, speed of attack, etc. Thank you kindly!

freegentile

Sorry, "doesn't work" as in he does his flying punch a million miles away from the opponent & then there's a contact notification made on the opponent. Looks goofy.

spydermann93

You could transfer your hero to be an actual character and modify his melee attacks to hit airborne units, much like the Raptor's pounce I believe.

freegentile

OK, this is working w/ the desired effect more so w/ projectile attack than beam. Personal preference, I reckon.

TrajkLogik

The projectile does work better than the beam, as the projectile can be dodged. When you make the projectile power, you need to make the range on it Short, so the character doesn't try to use the power from a long distance away. You can make the AI use the power when they are real close by setting the tactic parameter maxdist=60.

freegentile

Cool. So if I open my captain marvel.m25.ai file, it looks like this...

['captain marvel',
   ["target enemy",
      'weakness_melee_crushing',
      'fastest',
      'weakness_area_crushing',
      'weakness_area_electrical',
      'weakness_direct_electrical',
      'weakness_ranged_electrical',
      'not flying',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TArea('shazam!',time=0.91)",
      "TRangedExplosive('shazam blast',time=2.08)",
      "TArea('fawcett city slam',time=2.39)",
      "TMelee('power of zeus',time=3.59)",
      "TDirectExplosive('lightning strike',time=2.31)",
      'TMelee("world\'s mightiest punch",time=1.4)',
      "TSprint('speed of mercury',time=0.88)",
      'TThrow(pickup_time=3.15,throw_time=2.51)',
      'TLand()',
      'TMoveTo(mindist=\'long\',time=0.88,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=0.88)',
   ],
]


Where might one put that "tactic parameter maxdist=60" segment?

TrajkLogik

I don't see a tactic for your flying melee power. You need to add a projectile power that is using the flying_melee animation and run the character through the AI generator. Then you would have a TRanged tactic, which is the one you need to add the maxdist=60.