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Post by OrochiGeese on Jul 11, 2020 10:44:13 GMT
So you didn't use the "Number of Animated Loops" section in the Settings menu then? I have no idea how to use that setting so I was curious if you used that there. Looks like you just added/duplicated the loops within the animation list itself rather than in the settings menu. And it sounds like you did it just so the offensive and defensive libraries would match up with each other. That has been one of my biggest challenges recently and is causing all types of difficulty for some of my weirder concept like moves 😟 Define the submission loop, then assign the number of loops in the Status Menu. Then, if desired, define if it should check for a submission or not. The "Number of Loops" always seems to be at 0 for the defaults. I think I may have been misunderstanding what a Loop is then. I think I get it now though. Here's an example. Let's say there's 4 animation frames to a submission: Frame 1 - S Frame 2 Frame 3 Frame 4 - L *Ref check*At 0 Loops, the four frames will progress and the ref will check for a submission after Loop 4. Are you saying that, using the same above frames, 1 Loop would look like this: Frame 1 - S Frame 2 Frame 3 Frame 4 *Repeat*Frame 1 Frame 2 Frame 3 Frame 4 - L *Ref check*I think the K flag defines if the wrestler's voice activates or not. Don't quote me on it as I'm not entirely sure and just kinda spit-balling. Crowd reaction is tied to a Status setting. I thought the K flag set when the crowd would react to the move. I don't see anything besides "Showmanship" in the Status settings menu. Wouldn't that just define the level of crowd reaction the move would get rather than when the crowd reacts? The thing is that the K flag is setting the audience reaction on one variant of a move I'm working on and not another so I'm confused. I do think it may have to do with offensive frames not synching well with the defensive frames causing an issue with when the flag is supposed to actually trigger. I'm gonna test that again now since I just redid two moves so that the timing of the frames synched better within the animation menu.
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Post by Dawnbr3ak3r on Jul 11, 2020 11:17:35 GMT
Define the submission loop, then assign the number of loops in the Status Menu. Then, if desired, define if it should check for a submission or not. The "Number of Loops" always seems to be at 0 for the defaults. I think I may have been misunderstanding what a Loop is then. I think I get it now though. Here's an example. Let's say there's 4 animation frames to a submission: Frame 1 - S Frame 2 Frame 3 Frame 4 - L *Ref check*At 0 Loops, the four frames will progress and the ref will check for a submission after Loop 4. Are you saying that, using the same above frames, 1 Loop would look like this: Frame 1 - S Frame 2 Frame 3 Frame 4 *Repeat*Frame 1 Frame 2 Frame 3 Frame 4 - L *Ref check*Yes, after the loop, the ref will check for a submission. If a submission has no loops, it will continue to loop until a tap out occurs or it's interrupted by an outside force. Moves with the submission check disabled will loop until the hold is broken. The latter is how my Possession move is set up. It counts as a submission, but it doesn't trigger the submission check as it's disabled and, since it has no defined loop setting, it loops indefinitely until it's broken. If a move is set to a loop, and there's a number of loops applied to it, the move will loop that many times. So, let's say I have an Airplane Spin DVD set to 4 spin loops before the DVD. They'll spin four times and then finish the move with the DVD follow-up. I'm not sure then. I hadn't realized that the K flag was even a thing. I seldom pay attention to crowd noise anymore anyways.
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Deleted
Deleted Member
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Post by Deleted on Jul 11, 2020 12:18:48 GMT
I know it doesn't actually cause a critical state but I love the idea of a critical taunt. It seems like something Dan Hibiki would do.
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Post by Staubhold on Jul 11, 2020 23:09:47 GMT
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Post by ligerbear on Jul 12, 2020 1:09:16 GMT
you know that cpr move brings to mind that im actually surprised at this point we havent seen a bunch of sex related moves on the workshop yet. essentially turning the game into a prowrestling sex simulator
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Deleted
Deleted Member
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Post by Deleted on Jul 12, 2020 2:16:52 GMT
Does the Steam Workshop not have content moderation to keep such a thing from happening?
Also I had a thought earlier. I know I've seen a few Def Jam Blazin' moves done already but has anyone done Redman's yet?
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Post by Dawnbr3ak3r on Jul 12, 2020 5:50:52 GMT
Only the most vulgar/inappropriate of content has been blocked on Steam, from what I can tell.
Things like literal penises, etc.
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Jul 12, 2020 7:07:34 GMT
Just dipping my toe in the water of creating new striking combos and stringing together several premade animations. Had to learn what TM was for to get everything to line up. Pretty happy with how it turned out.
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Post by OrochiGeese on Jul 12, 2020 9:23:43 GMT
Wepner, I love that strike combo! And I'm sure it must have taken a good deal of effort to chain it into the taunt and than the enzuigiri! You probably got even more comfortable after doing all of that too 😎 And wow, that CPR move is amazing 😲 Yes, after the loop, the ref will check for a submission. If a submission has no loops, it will continue to loop until a tap out occurs or it's interrupted by an outside force. Moves with the submission check disabled will loop until the hold is broken. The latter is how my Possession move is set up. It counts as a submission, but it doesn't trigger the submission check as it's disabled and, since it has no defined loop setting, it loops indefinitely until it's broken. So wait...are you saying that choosing 0 for the number of loops will ensure that the defender won't be able to break out of the hold if submission check is on? So the only two things that would happen is: 1) Defender eventually tap out or 2) they are saved by outside interference/rope break? There's no way for them to break out of the hold naturally if loops are set to 0 and submission check is on? Should I be setting all of my normal submission moves to 1 loop rather than 0? If a move is set to a loop, and there's a number of loops applied to it, the move will loop that many times. So, let's say I have an Airplane Spin DVD set to 4 spin loops before the DVD. They'll spin four times and then finish the move with the DVD follow-up. I guess the advantage to setting loop to 4 in that scenario is not having to have 3 extra repetitions of the same animation frames for the airplane spin in the animation library, right? And you'd turn off submission check for that kind of move. I'm not sure then. I hadn't realized that the K flag was even a thing. I seldom pay attention to crowd noise anymore anyways. I thought it was crowd noise from what someone told me a few weeks ago (I think it was View) but recent testing confused me as I'm hearing the wrestler voice rather than the crowd. But my guess is that this being caused by the offensive animation library not matching the defensive one for that move. That causes all sorts of issues with the flags. I have to do a better job matching up frames non-traditional moves.
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Post by Dawnbr3ak3r on Jul 12, 2020 10:50:03 GMT
OrochiGeese I should have been more specific in my post yesterday - I posted and went straight to bed and had a busy day. No sleep sucks. Anyhow: Here are the submission loop frames of my Possession custom move: It has a submission loop applied to it, so it'll loop infinitely until the opponent can break out - whether by force, a partner breaking it up, or via rope-break, etc. I've got the submission loop applied to the Attacker to match the frames of the Defender. The loop itself is part of the Hip Swing Taunt so that it creates a "perfect" visual loop. When you see the ref move towards them, that's when the submission check begins and when he moves away, that's when the submission check "breaks" and the remainder of the move's animation plays. Here are the Status settings of the move: In this particular case, because the Possession doesn't have submission tap-out flags enabled, it won't ever cause the defender to tap out. They will continue to take damage until the submission loop is broken. That's what I meant to say. Sorry for the confusion. If your move is a submission and is meant to cause a tap-out, keep the Loop number set to zero. If my Possession move was set to submit, it would be able to cause the opponent to tap out. The loop flag only defines which part of the animation should loop for the defined amount of times. If you set it to 4, it'll loop 4 times before the remainder of the loop will trigger; 8 for 8; 16 for 16; etc. In the case of the Airplane Spin DVD, the spin part of the animation is the loop, but does no damage. The damage would be applied on the DVD drop, most likely. I haven't toyed with those types of animations enough to really know for sure. I'm just kinda winging it because the tutorials haven't helped me one bit. I suppose, realistically, if I set the loop to play indefinitely for those kind of moves, it could work out better for them, but it really depends if you want them to be Dazed at the end, among other things.
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Post by IamAres on Jul 12, 2020 19:33:17 GMT
I've never uploaded anything to the workshop, but I'd like to get some of my utility moves out there. How do you set it up so it's an animated gif and people can actually see the move? I assume there must be a few steps involved since not everyone does it.
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Post by BJ Sturgeon on Jul 12, 2020 20:14:30 GMT
I've never uploaded anything to the workshop, but I'd like to get some of my utility moves out there. How do you set it up so it's an animated gif and people can actually see the move? I assume there must be a few steps involved since not everyone does it. Use software to record footage of the move (I use the Xbox bar on PC), use other software to turn video into a gif (VirtualDub for me).
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Post by Phil Parent on Jul 12, 2020 21:43:31 GMT
Make this a tag team move where they first shit can the opponent outside the ring and then the partner who initiates it CPRs his partner for a Breathing recovery.
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Post by Dawnbr3ak3r on Jul 12, 2020 23:18:20 GMT
Started working on a Hercules Rack submission the other night for one of my rookies (The gif cuts off the lift, but it looks fine in-game): It's not finished yet, but it's getting there. I messed up on the MX/MY forms when I spliced it from the Hercules Cutter animation.
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Jul 13, 2020 4:47:46 GMT
Tweaked the striking combo to make it more unique. There is something off about it that I can't quite put my finger on. Any ideas on how to fix it?
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