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Multiple Directs/Areas/Beams

Started by davy jones, June 10, 2012, 07:58:19 PM

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davy jones

If you add a multi-contact animation (one that is supposed to shoot 2 or more bullets as a ranged animation) on a Area, you get charged extra. Does your hero cast multiple instances or is it bugged?

spydermann93

It's bugged.

No multiple beams, I'm afraid.

stumpy

Bugged? I don't recall it being so. The game doesn't let area (or beam, direct, etc.) powers take advantage of the multiple-contacts available in some animations, but I don't recall the game pricing them as though the extra contacts were used. As I recall, the game prices the animation as though it only had the first contact. Keep in mind that the cost depends on the start time and end time as well as the number of contacts. So, if you pick a multiple-contact ranged animation that starts faster or finishes faster, then it will cost more, just as if you chose a single-contact ranged animation (or an area animation) with those start and end times.

If you are seeing the game price a multiple-contact ranged animation higher than the a single-contact animation with the same start and end times, please post the example (the power stats along with the character's mesh and keyframes). I would be interested in what is tripping the game up.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

hoss20

#3
I had a few minutes, so I decided to test this out. I used the Aim_Handgun_TJ mesh with the keyframes that accompanied it. I wasn't able to find an animation with multiple contacts (or leave hands, in this case) that matched a start and end time with a single contact animation, but found a pair that I think demonstrates the potential issue even more strongly:

Animation: Ranged_Gun
Start Time: 0.76
End Tine: 2.52
Contacts: 5
Price: 7053

Animation: Ranged_Gun_2
Start Time: 0.64
End Time: 1.80
Contacts: 1
Price: 816

Both Powers were left at default settings except for Magnitude (Low) and Energy Cost (None). Also, I didn't test these in game to see if multiple beams were shot with the Ranged_Gun animation, so I apologize for that. After noting price increases with melee animations based on speed and number of contacts, I just assumed that ranged animations worked the same way. Is it possible, Stumpy, that game characters and not custom ones are supposed to behave in the way that you are describing (only one contact for ranged attacks)? This whole thing doesn't matter to me either way, I'm just interested in the game mechanic.

spydermann93

Quote from: stumpy on June 11, 2012, 08:06:41 PM
Bugged? I don't recall it being so. The game doesn't let area (or beam, direct, etc.) powers take advantage of the multiple-contacts available in some animations, but I don't recall the game pricing them as though the extra contacts were used. As I recall, the game prices the animation as though it only had the first contact. Keep in mind that the cost depends on the start time and end time as well as the number of contacts. So, if you pick a multiple-contact ranged animation that starts faster or finishes faster, then it will cost more, just as if you chose a single-contact ranged animation (or an area animation) with those start and end times.

If you are seeing the game price a multiple-contact ranged animation higher than the a single-contact animation with the same start and end times, please post the example (the power stats along with the character's mesh and keyframes). I would be interested in what is tripping the game up.

Well, it depends on which game.

:ff: does not have this bug.

:ffvstr: does.

hoss20

So, for what it's worth, I double checked my test. I'm using  :ffvstr: and my AIM goon I created only fires once using the multi contact Ranged_Gun animation. The animation is still priced for the 5 contacts, though.

spydermann93

Quote from: hoss20 on June 11, 2012, 10:59:03 PM
So, for what it's worth, I double checked my test. I'm using  :ffvstr: and my AIM goon I created only fires once using the multi contact Ranged_Gun animation. The animation is still priced for the 5 contacts, though.

Yep, that's :ffvstr: for you.

I just try and ignore the cost of my characters, overall, as I don't really play the campaign all too much and higher cost doesn't necessarily mean better (my batman hero file has more points than my hulk hero file, but I'm sure you can guess who wins :P)

davy jones


Panther_Gunn

Quote from: spydermann93 on June 11, 2012, 09:57:31 PM
Well, it depends on which game.

:ff: does not have this bug.

:ffvstr: does.

I hate to break it to you, but the original game does have this issue.  I ran into it with the AIM mesh, male_basic_rifle (I think it was called), and I think whatever handgun/shoulder holster mesh I used for SHIELD agents.  I had to change all of their beams to projectiles to get them to work properly.  I ended up using the Star Wars blaster FX, and finding various sound effects to make them all different (I had Blood Cultists, Hive soldiers, and Hydra agents all on the rifle mesh).  Or, at least, that's what I remember.  I can't exactly check that set up again, as that laptop got stolen.  However, a good way to check it should probably be to make similar powers using both beam & projectile, using the same multi-contact anim for both, and see how they compare to a similar set made with a single contact anim.
The Best There Is At What I Do......when I have the time.

spydermann93

Quote from: Panther_Gunn on June 12, 2012, 07:39:57 PM
Quote from: spydermann93 on June 11, 2012, 09:57:31 PM
Well, it depends on which game.

:ff: does not have this bug.

:ffvstr: does.

I hate to break it to you, but the original game does have this issue.  I ran into it with the AIM mesh, male_basic_rifle (I think it was called), and I think whatever handgun/shoulder holster mesh I used for SHIELD agents.  I had to change all of their beams to projectiles to get them to work properly.  I ended up using the Star Wars blaster FX, and finding various sound effects to make them all different (I had Blood Cultists, Hive soldiers, and Hydra agents all on the rifle mesh).  Or, at least, that's what I remember.  I can't exactly check that set up again, as that laptop got stolen.  However, a good way to check it should probably be to make similar powers using both beam & projectile, using the same multi-contact anim for both, and see how they compare to a similar set made with a single contact anim.

Hehe, sorry, should've clarified.

In :ff:, the cost doesn't account for the multiple contacts in beam attacks (at least, from what I remember). There will not be multiple beams, however.