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crystalization swap issues

Started by stumpy, October 16, 2007, 06:00:22 AM

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stumpy

(I know this has come up before, But I don't recall if it was resolved.)

Has anyone figured out why sometimes the crystalization swap (crystal cage) attacks are sometimes melee-able by the trapped character and sometimes not? I am not seeing anything helpful in the ff.log indicating a failed animation or anything. When I turn on the MLOG melee module, I get stuff that looks like
01:10:27.32: FF: melee:(hero_4) Attacking target chero_4(ffx_crystalprison)
01:10:27.34: FF: melee:(hero_4) Reached target, Attacking
01:10:27.34: FF: melee:(hero_4) Begin punch!

whereas, when attacking a character the melee entries look like
01:12:57.39: FF: melee:(hero_4) Attacking target wraith_1_3(wraith_warrior)
01:12:57.39: FF: melee:(hero_4) Starting chase
01:12:57.41: FF: melee:(hero_4) Reached target, Attacking
01:12:57.41: FF: melee:(hero_4) Begin punch!
01:12:57.42: FF: melee:(hero_4) Found contact point contact at 0.44
01:12:58.01: FF: melee:(hero_4) Resolved single target damage
01:12:58.01: FF: melee:(hero_4) Winding down


When a character can successfully attack the crystal, the log looks like
01:39:15.81: FF: melee:(man_bot) Attacking target cman_bot(ffx_crystalprison)
01:39:15.83: FF: melee:(man_bot) Reached target, Attacking
01:39:15.83: FF: melee:(man_bot) Begin punch!
01:39:15.83: FF: melee:(man_bot) Found contact point contact at 0.80
01:39:16.92: FF: melee:(man_bot) Resolved single target damage
01:39:16.92: FF: melee:(man_bot) Winding down
01:39:17.60: FF: melee:(man_bot) Melee recharging, range already closed


I've checked and both characters have melee ranges of (2,6), yet one works and the other doesn't. I've tested characters with the same movement radius (of 1) and one works and the other doesn't.

It sort of seems that the part of the process where a contact point on the target is found is the trouble, but I am not sure what exactly that is. Is there maybe a problem with the crystal NIF we might be able to fix?

BTW, I am testing this with Ink's supergirl mesh and animations (the melee animation), but I've had similar trouble with other meshes (e.g. vxmale_muscled, vxZoom, etc.). For reference, a mesh like Man-bot's seems to work fine.

Epimethee

Can't remember either, sorry.

My shot in the dark guess would be that the issue is related to the character mesh type. Hopefully, one of our fine meshers, hexers and skopers might have some insights.

Maybe a larger sampling could detect some kind of pattern (IG's FFvsTTR meshes, NIF converted meshes, tall meshes, etc.)

As for the "crystal" object itself, it's worth trying, since it might be the easiest solution to test. The issue occurred in FFX 2.x, didn't it, though? Then, even if the solution is there, it's probably not related to a problem specific to this mesh. IIRC, rather than the old hex-shrinked phone booth, FFX 3.2 uses a new mesh created by I can't remember who (we forgot to credit him in the manual).