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Post by fkcoffee on Apr 25, 2011 23:57:44 GMT -5
Hello, I'm trying to increase the duration of blood splatter on Chuck.
Thanks for any help available.
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Post by anno1404 on Apr 26, 2011 10:42:13 GMT -5
Interesting idea. I would guess the sgraph.txt. file. Decided to add a picture for this thread. Here is blood splattered Frank
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Post by fkcoffee on Apr 26, 2011 20:00:48 GMT -5
Thanks, I'll try to look at that.
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Post by anno1404 on Apr 26, 2011 21:53:26 GMT -5
Thanks, I'll try to look at that. No one has investigated this yet, (I searched) limb explosion is the closest I can think of. BloodEffectIDFor example: sgraph under chef, cNPCAIAnimationState 7 battle_chef_interaction_taste_test30734 cBodyEffectsEvent 230061031 { Time = 2.100000 Duration = 0.000000 BoneName = "BONE_RIGHT_HAND" BloodEffectID = 318 UseImpactEffect = "false" } There are 129 BloodEffectID entries. BloodSquirtSprayHeavy.sfxOTHERS in sgraph.txt: cHashAudioAnimEvent -832197518 { Time = 0.760001 Duration = 0.000000 Type = "vocal" AssetName = "fx_main.big/BloodSquirtSprayHeavy.sfx" PlaybackPercentage = 0 } Only this one entry: BloodSquirtSprayHeavy.sfx BloodEffectIDAlso: cAudioAnimEvent -966575851 { Time = 0.721000 Duration = 0.000000 Type = "motion" AssetName = "BodyFallBloody" PlaybackPercentage = 0 } BodyFallBloody 34 entries.
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Post by fkcoffee on Apr 26, 2011 23:31:00 GMT -5
Thanks for the info.
I boosted all instances of "Time" and "Duration" in sgraph, unfortunately the blood still faded away. The gameplay changes were pretty interesting though.
Also changed BloodEffectID = 0 for all, but there weren't any visible changes.
Hmm.
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Post by anno1404 on Apr 27, 2011 9:18:46 GMT -5
Thanks for the info. I boosted all instances of "Time" and "Duration" in sgraph, unfortunately the blood still faded away. The gameplay changes were pretty interesting though. Please share, what were the results? Please take a minute to set up email alerts so we can always talk!
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Post by fkcoffee on Apr 27, 2011 19:34:32 GMT -5
Hi, sure thing.
Increasing the time setting created a buffer for your actions, so if you hit the attack button, you can actually exit out of the animation by doing something else, eg. running, jumping. With a long time setting, your strikes wouldn't actually hit.
The duration just created a lot of waiting after each action.
It would be interesting for gameplay balance changes.
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Post by anno1404 on Apr 27, 2011 22:34:49 GMT -5
Hi, sure thing. Increasing the time setting created a buffer for your actions, so if you hit the attack button, you can actually exit out of the animation by doing something else, eg. running, jumping. With a long time setting, your strikes wouldn't actually hit. The duration just created a lot of waiting after each action. It would be interesting for gameplay balance changes. Can you give a coding example? that is awesome. I need to change the clothing emote, that would be nice to get rid of the clothing emote.
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Post by fkcoffee on Apr 28, 2011 18:30:17 GMT -5
Hmm, that's an interesting possibility; I'll try and see if it affects the clothing animations as well.
I simply replace all instances of "Time = .*" with "Time = 9999.00000" "Duration = .*" with "Duration = 9999.00000"
using regular expressions.
eg. cBodyEffectsEvent 230061028 { Time = 0.950000 Duration = 0.000000 BoneName = "BONE_RIGHT_HAND" BloodEffectID = 318 UseImpactEffect = "false" }
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Post by fkcoffee on Apr 28, 2011 19:25:10 GMT -5
Hmm, can't seem to re-create the buffered exit (it was the hold attack of the spiked glove). Must have been lucky with one of the time settings used.
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Post by anno1404 on Apr 28, 2011 21:35:32 GMT -5
Hmm, can't seem to re-create the buffered exit (it was the hold attack of the spiked glove). Must have been lucky with one of the time settings used. thanks for trying, good information none the less.
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Post by fkcoffee on May 1, 2011 12:08:25 GMT -5
Thanks for the help! I'll investigate this a bit more.
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