J
Jeet
Guest
The playable characters and ennemies have not the same "offsets" the relative offset for the standing animation is the first one : 190, for an enemy its another values ( always the same for all enemies btw) if you want to play an enemy you have to change all the offsets of the animations scripts and then swap the modified enemy with any playable character,and you have to re write all his animations script to fit with the news ones, for the summoning system i made, i swaped vincent's monsters (chaos , death gigas etc) into a modified monster, he have a total of 6 monsters, because when vincent equip a rifle or a shotgun its like another model, and can be used for his limit break transformation. Note that every boss i summoned here CANNOT be played if you swap them with a standard characters, there are too large and make game crash, thats why i created a new limit break, who "erase" all the allies (cait sith transform limit break) and then transform into any of vincent's modified monster, the fact thats vincent morph into a monster is not an effect, its an animation contained in his animation script, the effect"transform into a monster and caster lose control" only make the IA control it, so it must not be enabled , if you want to control it.
For fighting cloud and his mates, i suppose by changing the players offset to the same of enemies units, you could fight vs cloud etc, thats what i wanted to do in the first time, since in the mod i remplaced dyne with barret, rufus with cloud, i wanted to have clad as an enemy in the rufus fight, and barret instead of dayne in the prison corel fight, but i have a lot of things to do and i dont know if i will have time to do this , changing a character ally/enemy is quite long ( specially for animations).
I suppose when you talk about crash and color glitch its about tifa/cloud field model swapping? because inbattle its shouldnt be hard to just swap them, for the field model tifa and cloud are not compatible, its seem if a character have not the same numbers of bones, his " special" animations contained in the BSX will be glitchy, but game will still runing, but, if they dont have the same number of parts, the game will crash, for now the only solution about this is to change every BSX files and re write tifa model section, thats why i canceled my first intention to make sephiroth the main character, and swaped him with rufus, who have the same number of bones and parts than cloud, so game is running without problems.
For fighting cloud and his mates, i suppose by changing the players offset to the same of enemies units, you could fight vs cloud etc, thats what i wanted to do in the first time, since in the mod i remplaced dyne with barret, rufus with cloud, i wanted to have clad as an enemy in the rufus fight, and barret instead of dayne in the prison corel fight, but i have a lot of things to do and i dont know if i will have time to do this , changing a character ally/enemy is quite long ( specially for animations).
I suppose when you talk about crash and color glitch its about tifa/cloud field model swapping? because inbattle its shouldnt be hard to just swap them, for the field model tifa and cloud are not compatible, its seem if a character have not the same numbers of bones, his " special" animations contained in the BSX will be glitchy, but game will still runing, but, if they dont have the same number of parts, the game will crash, for now the only solution about this is to change every BSX files and re write tifa model section, thats why i canceled my first intention to make sephiroth the main character, and swaped him with rufus, who have the same number of bones and parts than cloud, so game is running without problems.
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