Menu
 

Blackbolt Mod (COMPLETED!)

Started by Buddhabear100, August 10, 2007, 11:09AM

Previous topic - Next topic
I dont know if its possible, since i dont know how to mod, but what do u think if the effects were coloured transparent? sort of like magneto's shockwaves?

I like that let me see what  can do good idea. :thumbsup:
And their turning us into Monsters its all designed!!

After a little messin may have whet you were thinking about lets see.. maybe like this.
And their turning us into Monsters its all designed!!


whoa! that looks awesome, cvc!

Well all of the powers look great. How do I go about changing the characters animations to fit the power? If you can give me a general walkthrough I'd love to try and do it myself. Thanks

November 27, 2007, 07:30PM #96 Last Edit: November 27, 2007, 07:35PM by cvc
@Buddhabear100 I did a small tut in changeing fightstyles

here you go{powerstyles}

FightMove {
   aireusetime = 2 ;
   aitype = beamanyrange ;
   animenum = ea_power1 ;----------change this # to a different one different move
   icon = 0 ;
   lockangles = true ;
   name = power1 ;
   priority = 5 ;
      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/abyss_m/p1_charge ;
      time = 0.33 ;
      }

      trigger {
      name = sound ;
      sound = char/abyss_m/p1_power ;
      time = 0.55 ;
      }

      trigger {
      arc = 0 ;
      attack_bone_angles = 8 -25 -61 ;
      attack_bone_pos = 24 0 39 ;
      attacktype = beam ;
      beambolt = Bip01 R Hand ;
      damagescale = normal ;
      damagetype = dmg_physical ;
      hiteffect = char/abyss/p6_impact ;
      knockback = 305 ;
      maxrange = 170 ;
      name = beam ;
      powerusage = 6 ;
      time = 0.35 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 2 ;
   aitype = melee ;
   animenum = ea_power2 ;-----------------same here say ea_power8
   icon = 1 ;
   lockangles = true ;
   name = power2 ;
   priority = 5 ;
      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/abyss_m/p1_charge ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/abyss_m/p1_power ;
      time = 0.55 ;
      }

      trigger {
      attacktype = punch ;
      damagescale = normal ;
      damagetype = dmg_physical ;
      hiteffect = char/abyss/p1_impact ;
      name = punch ;
      time = 0.5 ;
         damageMod {
         name = dmgmod_popup ;
         }

      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 4 ;
   aitype = beamanyrange ;
   animenum = ea_power3 ;-----------------same thing say ea_power17
   icon = 2 ;
   lockangles = true ;
   name = power3 ;
   priority = 5 ;
      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      effect = char/abyss/p2_charge ;
      fxlevel = 1 ;
      name = effect_sound ;
      sound = char/abyss_m/p3_charge ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/abyss_m/p3_power ;
      time = 0.5 ;
      }

      trigger {
      arc = 0 ;
      attack_bone_angles = 0 0 0 ;
      attack_bone_pos = 0 0 80 ;
      attacktype = beam ;
      beambolt = Bip01 L Hand ;
      beameffect = char/abyss/p2_power ;
      damagescale = none ;
      damagetype = dmg_physical ;
      fxlevel = 2 ;
      hiteffect = char/abyss/p2_impact ;
      maxrange = 800 ;
      name = beam ;
      powerusage = 6 ;
      spawneffect = char/abyss/p2_charge ;
      time = 0.5 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   
the fightstyles itself are the reg punches and kicks they are found in the acters folder for ex.

02_daredevil  and  daredevil_4_combat   by switching these with other characters and naming them this daredevil will have their moves hope that helps alittle more??

bet that helps. :highfive:


EDIT:Still working on that extreme but going to use Blizz idea with one of those cyc effects.
And their turning us into Monsters its all designed!!

So do I need to change the files in the effects folder to ones that match up with the powers, or is the power animation what is in the effects folder. How do I tell which ea_power# will give me the animation I want. I might be getting myself all confused.

To change the animation you do that in the powerstyles file and to change the effects you do that in the effects folder too different things the best way to do it is make your effect put it in the effects folder then match it with a animation through trial-n-error the # until you get the one you want.

I like to say at this time the new Fightstyles pack has been made by Blizz and they are mapped out in the fightstyles thread.
And their turning us into Monsters its all designed!!

Here is some new animation using the new Fightstyles Pack hope you like them.
And their turning us into Monsters its all designed!!

Indeed very nice! When can we expect a re-release?

Black bolt ......... is a skrull !!!!! he should have a skrull skin that would be kool if possible

Black Bolt is no skrull. He is an Inhuman. There was a skrull (a Super-Skrull, if you want to be accurate) pretending to be him, but nobody is making Wolverine-skrull or Xavier-skrull or Fantastic-skrull skins.

There is a skrull currently pretending to be black bolt (Read marvel.com headlines) and i was only suggesting the skrull skin because it looks different to skrulls ive seen

November 28, 2007, 11:33PM #104 Last Edit: November 28, 2007, 11:37PM by boreman
It was all already cleared in New Avengers: Illuminati 5. The Marvel.com interview is a joke about the issue.

You can't take Joe Q, Bendis or anyone at Marvel seriously. It's not the way they do things. You think they're talking seriously, you fall in their collective joke. Not even Brevoort. He is the worst. That's why they're so cool.