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Well, I mean he is placed five times in the formation to give the illusion of five targets, but the four additional models are invisible by default. I guess some sort of script error could cause them to become visible. Typically something you'd see in mods developed by inexperienced modders, but I've literally never seen it myself, ever.On a side note, has anyone noticed a weird bug with Bizarro Sephiroth duplicating/triplicating his model during the boss battle? I'm not sure if i could replicate it though...
That's better, no? 5000 because I convert to ms for use in bass.dll.213.SetEffect [Channel 4, Balance 64, 00441 [SB - Clapping, looped].ogg]
213.SetLoop [LoopStart 200618]
213.SetVolume [Channel 4, Volume 127]
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214.SetVolumeTransition [Channel 4, TargetVolume 0, Time 5000]
The animations themselves function, they just look a bit choppy. Soldier 1st uses the first step of 4x-cut instead of the normal 03 slash animation for his physical attack which is why he ends up standing very close to the player party after the attack; like Hojo's combo, only the fourth attack 'returns' the actor to their starting position.I couldn't find this in the database, so just to make sure; has the Soldier First and Second classes' multi-slash attack been fixed? It was always broken in the vanilla game, since the enemies' animation scripts for that attack are incomplete.
I took a gander at the AB file. 03 is definitely meant for the normal attack, and it does function as intended. 4xCut uses script 06, which uses different anims for delivering the attack, but it ceases all actions after the first slash because there is an EE right after the animation. EE returns the actor to Idle state, so the attack is cut short and he doesn't return to original spot either (The EE is there after the other slashes as well.)The animations themselves function, they just look a bit choppy. Soldier 1st uses the first step of 4x-cut instead of the normal 03 slash animation for his physical attack which is why he ends up standing very close to the player party after the attack; like Hojo's combo, only the fourth attack 'returns' the actor to their starting position.
The three different sides are different formations. The game will decide to angle Bizarro based on the formation it's loaded in. The question is can this be reproduced in the angled formations? I have never switched parties during that battle so I don't even know how the mechanics work.As for Bizarro... I am going to file it as a bug. There likely is 3 models loaded into battle due to the party being able to attack Bizarro from left right and front. I dunno if this is a PC issue alone. Sega Chief may be able to find a bug in the AI. Or it could be a porting issue.