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Creating a custom character by duplicating another.

Started by TheVision, September 21, 2015, 03:07PM

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October 24, 2015, 03:11PM #45 Last Edit: October 24, 2015, 03:18PM by TheVision
!? WTF ?!

Don't really know where to begin here guys?  Testing my "Mandarin", I held down a power key that should have defaulted to "attacklight1" as a talent, but no power has been defined for that key yet!

At first he'd seem to trigger an "ea_idle" anim' as he'd pause before chaining idle...  But then when I got round more than 1 enemy he started to, from holding down this unused power key, performing a devastating move that I have never seen before, let alone had the insight to build myself!

The activation of the move is tetchy at best, just holding down the key round enemies doesn't always activate the move, it seems either to be a glitch or I have somehow intercepted someones x-treme power???

Thing is...  This move shouldn't exist!?  And I've never seen the likes of it!  I've defined a default/basic talent to view the icon, but the power it points to, "power9", doesn't exist in my powerstyle file.  I've defined 8 powers so far, I ain't started 9 yet, there's not even a basic power there as a placeholder for a future power!

This move he does, it has to be defined somewhere, right?  I mean it so technical with it's multiplication, it's bamphs effects etc.  It has to be someones else's move/x-treme?  But I don't recognize it at all!

Rant over guys, take a look for yourselves.  Any q's, fire away...



If you recognize the move, let me know who has it.  Each clone has only one attack, a pop-up sweep, and I'm holding the key down, to let go is to end the move.

Guys please, I need all the help you can give on this one, as I like the move that much I no longer want to add any more powers in case I loose this awesome power that I can use for a "Mandarin" rage/x-treme power!  That means this "Mandarin" is now permanently on hiatus till this if figured out? :vision:

October 26, 2015, 06:03PM #46 Last Edit: October 26, 2015, 06:13PM by TheVision
talentvalue values

Hey guys.  Need a brief explanation as to the logic of the talent file talentvalue values ordering...

Have constantly been trying to get my talents menu to line up, as they were always cropping up in the weirdest of places ie: t1 t2 (t6 t5) t3 t4!  Finally copied "Wolverine"s talent file and ripped it down to the bare essentials...

Found that the only thing affecting the lineup of the talents is the "talentvalue-values"!  Didn't think this property could play a part in the positioning of a talent in-menu, but apparently after I re-ordered them numerically...  They lined up almost perfectly!

I duplicated 4 talents and re-ordered these to precede the first 4, all went well bar one talent that won't line up and I can't figure out why, there values are consecutive ie: 1 2 3 4 5 (6) 7 8, yet they appear as: 1 2 (6) 3 4 5 7 8, each has a single rage sub-power attached to it so 16 talents in all.

P.S.  Have just read up on the only thread I could find on this topic and it pretty much confirmed what I'd learnt by trial & error, suppose I should have checked first!  Still, doesn't explain why 6 is sitting between 2 & 3?

P.P.S.  The 6th rage talent is positioned perfectly, it's it's parent talent that's mis-aligned...

Quote

   talent {
   descname = talent_1_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_1_1 ;
   power = power1 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_1_1_req ;
         value = 1 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_1_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_1_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_1_1_req ;
         }

      }

   }

   talent {
   descname = talent_1_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_1_2 ;
   parent = talent_1_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_1_1_req ;
         }

      }

   }

   talent {
   descname = talent_2_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_2_1 ;
   power = power2 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_2_1_req ;
         value = 2 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_2_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_2_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }

   talent {
   descname = talent_2_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_2_2 ;
   parent = talent_2_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }

   talent {
   descname = talent_3_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_3_1 ;
   power = power3 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_3_1_req ;
         value = 3 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_3_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_3_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_3_1_req ;
         }

      }

   }

   talent {
   descname = talent_3_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_3_2 ;
   parent = talent_3_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_3_1_req ;
         }

      }

   }

   talent {
   descname = talent_4_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_4_1 ;
   power = power4 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_4_1_req ;
         value = 4 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_4_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_4_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_4_1_req ;
         }

      }

   }

   talent {
   descname = talent_4_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_4_2 ;
   parent = talent_4_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_4_1_req ;
         }

      }

   }

   talent {
   descname = talent_5_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_5_1 ;
   power = power5 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_5_1_req ;
         value = 5 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_5_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_5_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_5_1_req ;
         }

      }

   }

   talent {
   descname = talent_5_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 0 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_5_2 ;
   parent = talent_5_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_5_1_req ;
         }

      }

   }

   talent {
   descname = talent_6_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_6_1 ;
   power = power6 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_6_1_req ;
         value = 6 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_6_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_6_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_2_1_req ;
         }

      }

   }


   talent {
   descname = talent_6_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 1 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_6_2 ;
   parent = talent_6_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_6_1_req ;
         }

      }

   }

   talent {
   descname = talent_7_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_7_1 ;
   power = power7 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_7_1_req ;
         value = 7 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_7_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_7_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_7_1_req ;
         }

      }

   }

   talent {
   descname = talent_7_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 2 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_7_2 ;
   parent = talent_7_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_7_1_req ;
         }

      }

   }

   talent {
   descname = talent_8_1 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_8_1 ;
   power = power8 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = talent_8_1_req ;
         value = 8 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_8_1_pwr ;
         value = 0 ;
         }

         talentvalue {
         level = 15 ;
         name = talent_8_2_pwr ;
         value = 0 ;
         }

      }

      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_8_1_req ;
         }

      }

   }

   talent {
   descname = talent_8_2 ;
   description = description. ;
   descshort = descshort ;
   icon = 3 ;
   icon_texture = textures/ui/vis_mandarin_icons.png ;
   name = talent_8_2 ;
   parent = talent_8_1 ;
   type = attack ;
      level {
      description = description. ;
         tier {
         cost = 1 ;
         count = 15 ;
         }

         require {
         cat = level ;
         level = %talent_8_1_req ;
         }

      }

   }
:vision:

October 31, 2015, 02:33PM #47 Last Edit: November 02, 2015, 03:15AM by TheVision
"Don't know what possessed me?"

Hey guys.  Sorry I ain't been round, I've been real busy with my "Mandarin" mod and have a bit of good news to share...

Outsider:  Regarding "possession", you previously mentioned:

QuoteThat's the coding for the possession ability. Be mindful though that once you possess an enemy, if the possessed enemy dies, there is no way to return back to Satana, and you can't continue the game. I've found no answer for this so far.

QuoteTo my knowledge, no, there is no way to monitor the health of the possessed enemy. I don't know if there is a "minimum health" code, so that it doesn't reach 0. An alternate route is to make the enemy invincible or take less damage while possessed, but I'm not a fan of that. I gave Blackheart the possession ability hoping I can make enemies kill themselves, but it won't finish the game.

I've been working to give "Mandarin" a "possession" capability via a power, not as a grab-chain.  And let me tell y'all it's been singularly the most difficult thing to put together so far!  Though, suppose I'm still fairly new at this?  Anyway I succeeded!  I now have a "possession power", but it doesn't stop there...  I fixed Satana's, return to character on possession death, problem!  And it now kicks ass...

Take a look at my prototype below...  I'ts my "252 - Renegade" practice mod with a "Mandarin" skin and anim's.  If you want to know where the hud_power icons are, so do I, so read this.



Notice how the "252 - Renegade" hud_head swaps in and out as I possess and de-possess the enemy, having his fellow warriors beat him up whilst suspended above the ground!

Outsider:  I believe this may be what you're looking for for "Blackheart" etc, so far it always returns to "Mandarin" on death, ergo, you can finish the game...

P.S.  I mentioned the second quote as I have also succeeded in monitoring the possessed NPC's health, adding effects, etc, when said health drops below a percentage.  They are not setup in the gif above, but watch this thread for further development.

:vision:



Guys, I've messed up "Game.exe"?!  Can someone link a copy! :vision:

That's Gevth's/Nowhere man's move, with the clones. It's the Elektra booster.
There's a new game.exe file uploaded in the overwritten thread
My Release topic : http://marvelmods.com/forum/index.php/topic,8934.0.html

Newest Release : Raven