maxattacktypes limit

dantedevil

Well-known member
I have a big problem with this:
Code:
maxattacktypes {max}
~Sets the maximum number of attack types.
~PAIN,FALL, RISE, BLOCKPAIN and DEATH animations limit is also set together with this.
~{max} is number of available types.
~Default is 10 & maximum value is 99.

As everyone knows, my game now has a large number of enemy deaths. This requires many animations, since they are 13 heroes and 5 deaths for each one. 4 Fatalities and one No Mercy. To this we add the Stage Fatalities, the Weapon Fatalities, Obtacle Fatalities, Traps deaths and some different fall animation.
So finally the limit of 99 it's too short.
I'm working a lot these days to try to adjust the limit of animations, because my falls animation reach 111 with the addition of Robocop.
I hope in future engine upgrades, you can extend the maxattacktypes limit to much more. The double will be great!
 
I don't think its too short - its 100 types of attack. But I understand your feeling.
Dunno if they will make it bigger, because (correct me if I am wrong), this would consume more resource.
 
I don't know who put that entry in or where they got their info, but it's wrong on all counts. The default is 20, not 10, and there is no hard coded limit. I just checked over the code AND tested with a module to be sure.

Same goes for all the adjustable maximums. If you want to get technical they each do have a limit of 2,147,483,647 since that's the maximum size of a single integer, but I don't think you'll be hitting that cap too soon.  ;)

Note that increasing any of the maximum_x values will consume more memory, especially for attack types because it affects the number of maximum PAIN, FALL, & DEATH animations. Add as many as you like, but don't just make it some arbitrary high number that you aren't actually using.

DC
 
I use maxattacktypes 106 and work ok.
But when Increase the limit to 115 the animation not work. Try with 110 an the same problem again.
After this problem, I began to investigate and found that information in the manual.
I make the test with your last build.
So then, What is the limit?
 
dantedevil said:
But when Increase the limit to 115 the animation not work. Try with 110 an the same problem again.

Please give us more detail. As in, you tried to hit something with attack type 110 but pain/fall/death 110 won't play? We need as many details as you can give please.

DC
 
Ok my friend, let me explain:
Robocop hit the enemy in ground and kill with attack110.
So when use with a high maxattacktypes  (115), Robocop make the animation but never hit the enemy. Next I try replacing the attack 110 with  a lower value, like 70 and works ok.
So there is the problem.
 
I'm sorry dantedevil, I just can't reproduce your issue. There is no hard coded limit hat I can find either. I'll try again, but I haven't been able to spend much time with the engine in the few weeks though and probably won't until the second week of June due to work.

DC
 
Damon Caskey said:
I'm sorry dantedevil, I just can't reproduce your issue. There is no hard coded limit hat I can find either. I'll try again, but I haven't been able to spend much time with the engine in the few weeks though and probably won't until the second week of June due to work.

DC
Thanks Damon!
No problem, take your time
 
I could sugest a scripted solution but i would have you remake all enemies but it would save a lot of memory usage on your mod.

My idea is to have alternate weapon models for each enemy each model corresponding to a player.  Then have a ondamagescript change the enemy weapon based on the player they are fighting.

This method will only work if you dont have weapons in your mod.
 
Thanks for try to help me my friend.
But my mod have various weapons.
Currently I updated my Mod to work with the limitations that there are. But I would like to know if they have found any solution, to add new playable characters in the future.
 
I still think you can resolve this by script. It will involve a lot of work to update but here is how it will work.  Have a script check who attacked the enemy last in the 2nd frame of their death animation. With a @script then have each players death animation for example in "anim death4" have all death4 animations one on top of the other but on the last frame of each one use a delay of -1 then just use updateframe to point to the correct death animation.


I think this is a more resourceful way and may hold psp/wii compatibility for your mod.
 
No doubt you have a much greater knowledge than mine about scripts. It seems you have something concrete to do this. But it is certainly complicated and it would take a lot of work. Also you have to see how this would work with my Fatalities system. Maybe you should check my Demo, to see how the Fatalities work and see if it is possible to add your idea.
 
here you go:  https://www.mediafire.com/file/zlesoo7nq7qo18j/the%20chosen%20one.zip


load training stage. Ryu will have 1 hp to test fatalities on. I have added fatalities for tusk, raiden, kitana and jago all now are on "anim death24" of Ryu.


there are 2 new animation scripts freezetime and frameU.  freeze time just freezes everyone but the caller and opponent so you should only have to declare it on either player or enemy not both. frameU checks the name if it matches then it will update to the frame specified. also updated the fatality text just spawn it anywhere and it will move itself to the centre of the screen (I have no idea why the text is backwards but i forced it to face the opposite way).

something broke with jagos fatality his sword wont show ?
 
msmalik681 said:
here you go:  https://www.mediafire.com/file/zlesoo7nq7qo18j/the%20chosen%20one.zip


load training stage. Ryu will have 1 hp to test fatalities on. I have added fatalities for tusk, raiden, kitana and jago all now are on "anim death24" of Ryu.


there are 2 new animation scripts freezetime and frameU.  freeze time just freezes everyone but the caller and opponent so you should only have to declare it on either player or enemy not both. frameU checks the name if it matches then it will update to the frame specified. also updated the fatality text just spawn it anywhere and it will move itself to the centre of the screen (I have no idea why the text is backwards but i forced it to face the opposite way).

something broke with jagos fatality his sword wont show ?

Thank you my friend!

I just checked and sincerely your system looks very promising.
It is true that I would need a lot of work to update it, but it is worth it.
Apparently the only limitation now, are frames per animation.
I have to take into account that, to see how many fatalities I can put in the same animation, but certainly it will decrease a lot the animations.
I'm going to start working on it, using only one enemy and I'll let you know how it works.
Again, thank you very much for your great work!
 
I am sure you can fit all your fatalities in like that but you need to fix something with your frame data. here is a example.


you write a lot of data like this like this:

Code:
delay	5
offset	34 107
bbox	7 12 56 98
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png
frame	data/chars/1bryan/walk01.png


so that is a delay of 5 over 10 frames.  5*10=50 so a better way to write this would be:

Code:
delay	50
offset	34 107
bbox	7 12 56 98
frame	data/chars/1bryan/walk01.png


this would clean up all your animations nicely.


And when you find yourself using the same code over and over rather then writing it in a @script make it into a animation script take the freezetime.c animation script as a example i just copy and pasted your code in there and added the option to input a int number.  I will write a tutorial in more detail some day.
 
Thanks for all your help my friend!

About the script for freeze, I try to convert that in Inline script, but not work. Now thanks to you is ready for me. Thanks a lot, all this make a great improve of my Mod. 
So now I can think again In add more characters.
Keeping in mind that this is going to be possible thanks to you, if you have any suggestions about which character you would like to see in my Mod, do not hesitate to tell me. It will not be soon, but eventually it will be ready to play.
Thanks! ;)
 
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