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Is there a way I can .. duplicate and link a move by xml editing ? without haveing to use xsi ...
this is what i mean : for example : elite's super punch ... can i copy paste something in the tram xml .. velocities heights ... to make it repeat itself ? so he does the super punch and immediately after it he does it again ? ...
what i really want to make is a super punch out of the furies' running punch , that is composed of 2 of that animation simultaneously
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Short answer: Yes. Just make sure the frame count is the same in all the tags.
Height, Velocity, Each of the bones must have the same number of frames. Probably the Positions tag, I just don't remember at the moment :-)
Last edited by EdT (02/18/11 20:02)
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is there a longer answer x$ ? if u could tell me which fields should i copy and how do i make sure the frame count is the same in all tags ? ...
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Samer: Get on YIM now! Or the chatbox: http://02.chat.mibbit.com/#oni@.irc.euirc.net
Otherwise see my edited post above
Last edited by EdT (02/18/11 20:02)
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this is the file i'm working on
EDIT : nvm .. solved it
Last edited by Samer (02/19/11 06:02)
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Another tram question about throws ...
I'm trying to increase the distance the target is thrown in this case (TCTF's running punch throw)
in the tram TCTCOMrun_thw_fw_p
I have this :
<ThrowSource>
<TargetAdjustment>
<Position>-0.375568 0.418903351 14.73766</Position>
<Angle>3.14159274</Angle>
</TargetAdjustment>
<Distance>20</Distance>
<TargetType>Thrown6</TargetType>
</ThrowSource>
the distance tag is this what determines how far the target is thrown or is this something else ? Because I've tried to increase it .. tried 50, 100, 500 :\ and nothing changed in game. does this distance tag refer to something else ? I didn't find anything on the wiki about that (or maybe I didn't search properly)
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Isn't the distance the target is thrown determined by the TRAM itself?
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To expand on what EdT said, I think that Distance flag is how far away the throw is effective from. The distance the target travels is either in the target's "thrown" TRAM data or is determined by the actual animation itself.
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ouh ok, yeah makes sense, thank you .. I remember I read once that someone (not sure who nor where) felt that throws got enemies thrown a large distance and wanted to decrease that by TRAM modification, guess I misunderstood, maybe he was talking about the distance they're effective from as Iritscen said.
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Yes, you're probably thinking of Loser, who has pointed out that some throws are basically over-powered because they work from frighteningly long distances.
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What's the difference between ''hard'' pause and ''soft'' pause in the tram ? Both represent a number of frames the character stops moving .. Right ?
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