#Elden Ring: Impact for spinning weapon. Help me, please!
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a hitbox. Something to indicate contact with an enemy, and some damage too. Or at least a knockback.
Right, so the simplest way of doing this would be using DsAnimStudio to look at the animation events, then adding an attack behavior event that refers to... some vanilla attack for that weapon, depending on what attributes you want the attack to have
If you equip the weapon in DSAnimStudio you can scroll through all the attacks for various examples, then you can just copy the behavior event and paste it into the funny spin animation
Ye since i posted this i made it kinda work as i was able to get the thing to act as a straightsword basically for the whole spin animation. But id be happier if i could find a longer weapon or attack invokation so the spin would have a bigger radius. But ive not been able to figure out how to make it do anything else yet. The straight sword is just "standard" and the index and behavior are both zero. So its the simplest thing.
There's a couple extra steps involved with adding a custom attack, but it's completely doable
What that TAE behavior event does add the weapon's variation ID (set in equipParamWeapon) to the judge ID it defines in the TAE event itself. SO that judge ID essentially determines which specific attack to use from that weapon's moveset
So what you can do is pop into behavior param (using dsmapstudio), create a new entry for that weapon, give it an unused ID/Judge ID for TAE to identify, make TAE refer to that, then you can make that behavior refer to an attackParam entry that does whatever the hell you want
Yea. i had to set that param to be the behaviorjudge from Oldovas weapon to make the effects work properly actually
Hmm yeah cool ill look into it. Maybe not today since im pretty overwhelemed by trying to figure all this stuff out so ill need a break soon ๐
thanks for replying tho. really appreciate it
ordovis*
@ocean jewel
Hitboxes start and end set to -1 create a sphere shaped hitbox. And I would mess with this first, along with size of the radius of this.
Also try setting MapHitType to ->0 or 2 Hasard
SourceHitType to -> 1
Also a good candidate to see how damage at the tip is setup load the attack ids of carian piercer that does tip damage. IDs for carian are
44500-44501 <-uncharged
44505-44506 <- charged. And the last 2 things I can think of is HitType->
Try invoking collision in dif hitboxes, mostly 1 and 2
And HitStopTime : setting this between 0.2 and 1 sec makes collision time be longer / shorter.
All of the above is found in AtkParamPlayer
Sounds great, thank you! But now i gotta figure out which atkParam is the sword art ๐
i actually dont know where teh atkparam for the swordart even is
@ocean jewel Weapon stuff is mostly attack player
But here you have all player attacks, all npc attacks and by searching in these for name of the art / ash or name of weapon you should find what you need.
Ye i usually do searches for that stuff in mapstudio param editor. But theres no attackParam for the SwordArt itself. I suppose i could create an atkparam with your suggetions in it and apply it to teh weapon during that part of teh animation. But ive already tried and failed at doing that ๐
@ocean jewel
300306900 Ordovis's Greatsword [ Ordovi's Vortex SwordArt-1 ]
300306905 Ordovis's Greatsword [ Ordovi's Vortex SwordArt-2 ]
300306906 Ordovis's Greatsword [ Ordovi's Vortex SwordArt-3 ]
300306907 Ordovis's Greatsword [ Ordovi's Vortex SwordArt-4 ]
These are all in the AtkParamPC file I send to you. But had not been identified as the art IDs. And I had to make use of the attack logger in CE to figure out which ones they were.
oh neat. but i need to change the characteristics of only a certain part of the animation. So i guess i gotta do some tinkering to make that work
And also thanks again for taking the time to help me out
i dont know if this is relevant to you but this shows what i got so far
the spinning sword has atk 200000 r1 straight sword. So it functions like a basic sword
which is both overpowerd and not really what i want ๐
its very powerful, since to make it function like a sawblade i put many small segments of invoke attack after eachother to simulate multiple hits. But that means im basically doing turbospeed r1s behind me
but it also comes with the unintended side effect of bouncing of walls and heavy shields and stuff if it hits them, interupting the swordart. I tried going into the attackparams for the straightsword r1 #1 and make it not invoke collision, but it does anyway so im deff missing a step or two somewhere
Did you add the mutltihitting R1's ?
yeah
Oh ok lol
thats my best attempt so far to make it do what i want
but its flawed to say the least
the animations on this thing is fucking sick, but now i gotta make it actually function properly ๐
You should try the 44501 that is the attack id that impact at the tip of carian piercer. Just to see
So invoke attack param 44501?
44501 <-uncharged
44506 <-charged
this bit confuses me
Hit box is slightly larger on charged I think
Does the 44501 have the invoke collision.
ill check
Maybe it's not needed for carian ...sometimes it's used other times not depending on spell or art
but dont i have to write just the first number of the thing and then the final 3 numbers?
44501 ignores collition
collision*
Ok it will hit anyways
ye i want it to ignore collision
I thought it did but have not digged in these for some time
ye thats fine
Mind making a shot vid im curious now lol
But yea i dont know how to fill in the fields in the invoke attack behavior fields
for u sure, ill get you a preview in a bit ๐
You can do this with sp effects also
State 152 and 153 invoke attack on player or Npc
Ye but first
im still lost here
in the attackindex field what do i put, and in the behaviorjudge field, what do i put
cus i dont think i can just paste 44501
its supposed to be 4 number
numbers
like this
I was outside having a ciggy let me open behavior so I can see this real time
Judge is not where you insert this...the field is RefID
this screen is from animstudio btw not mapstudio
I c because judge is only 3 digits in dsms and I am not sure what the 4 digit judge id is for
You can have both open
this is the attack param of ordovis greatsword 300306900
so in that window its the first number, 3, and the last 3 numbers, 900
so 3900
Ya the 900 is how this starts
but for the attack param for the piercer its so short
so im not sure what to do with it
Ye but where do i put 44501?
Its already set to 0 attack in ref type
Leave that as is
do this is dsms
see the logger info
now it uses 44501 on the spin
But wouldnt that assign that behavior to the whole swordart?
also that is not what my DsMs looks like at all so i dont recognize that stuff ๐
this attack id is only for the spin and changes nothing to the rest of the sequence
behavior id 900 <- only purpose in life is to provide the attack ID for the spin
really? im pretty confused still tbh. im still stuck on what do i put in the fields in animstudio?
this is the question...how do you know its using 200000 r1 straight atk ID ? or you are not sure lol
or you wish to use this but have not implemented it yet ?
look above in the print screen from animstudio
tjos
this*
on the hitbox it literally says straightsword
and that comes from me putting a "invokeattack" function in the animation
lol it will use the animation for this attack id R1
that may very well be. like i said i dont understand this at all
and just to be clear, there was no attack param on that blade by default
in the normal version of the animation the spin does nothing, its just for show
it is "Anim Studio"...to change params I am pretty sure dsms is needed'
yes i change params in dsms
but i need to refer to those params in anim studio
they are connected
they talk to eachother
can you edit the box where 200000 is in anim ?
yes
ok set this to 44501
and make the changes for the actual hit in dsms
so anim will provide the the swing and dsms will make it actually hit
I mean it has to be like this
Yes but how do i say this.. look at that invoke attack behavior image i shared. its says 0 and 0
and somehow 0 + 0 = 200000 r1
somewhere you need to actually have the 44501 referenced in params as attack like I do
i cant just put a whole param ID in these fields
basically my attack works ...just do what you need in anim
and then change this in dsms
just to try
if this does not work
yes
we can try something else
i still dont know what to put in these fields
and go from there
theres one called attack index, and one called behaviorjudge here
i dont know what to put here
thats what im saying
attack type makes no dif
s32 attack index
this is where
I think 44501 goes
it's a 4 byte field
ok ill try one sec
in judge id add 900
source set this to 1
and state info set this to 152 : [ ENABLE ATK EFFECT AGAINST ENEMY ]
if judge 900 does not work then this 100% is refering to the actual behavior id 300306900
that is what it is refering to
in which this is set
3900 is a short of 3-00306-900
ok if this is how anim handles it then go with that
ye im not sure, like im saying this is super confusing to me.
but ill test what you suggested in game now, one sec
do this...enter the full id
if it can fit in that line and it will leave like this
and if it is a literal ref to judge it's 900
try both
i tried this and it didnt work. attack behavior is gone
because we can talk theory all day but until you actually try it you won't know...direction type leave as is for now ifnot try 1
but the rest is ok
Ye im totally up for trying. Im not trying to argue i just dont understand what youre telling me to do ๐
the first thing you try in test no2 is setting the complete behavior id in judge...
just so you have a cycle and method each unsuccessful attempt get you closer
but I have a feeling this won't take time
the judge is the only one I am not 100% on
you sword is in the right hand yes ?
if not dont set force right hand and leave default
ye it is in the right hand
kk
nice man
i am testing it now and it works but the bullet attack ids are way to powerful and I cant even see more that 1 hit on spin
ye to get multiple hits i made the invokeatk segment super short, and then copy pasted it many times
oh I am getting multiple hits I hear them but they die before
ok so what did you put in animstudio?
nothing lol I am doing it with nothing but the params
ye i just dont want to change the normal sword swing at the end. Only the spin. thats where it gets complicated
I can try something else 1 sec
I did not not change it
I am triggering this attack someother way
through sp effects
and the art is as is
https://streamable.com/8q90jx lol I should of thought of this earlier...What you will do once you get back is load this up in anim studio. take whatever makes the multi hit spin possible and copy paste those values to your spin...If you can I would make your spin last a bit longer
oh yeah. thats interesting! thanks for the tip
@ocean jewel its attack id hit 284 times during this. Of course dam was lowered to 1 but it's mechanic is build to accomodate this
Ye ill look into it. Just taking a bit of a break from all the animation work. Its really mentally taxing so im doing some recoloring and mesh work for a bit to relax ๐
@ocean jewel https://streamable.com/a4gjdk
Funny you mention this I was playing with phatomParam and wetAspect today and discovered that negative Alpha values in wetAspect really push foward the color set in the diffuse field of PhantomParam.
These 2 params really complete eachother.
Is that a red glow or are the colors really that bright? did you color the dragon too? ๐ฎ
And you keep talking about parameters i dont recognize. Are you using cheat engin to do modding? When you said last time you were in dsms you had a cheat engin window open so that was confusing. I know people mod with cheat engin also, but ive got no experience with it
@ocean jewel this can be done on all tools and requires only values changes in PhantomParam and WetAspectParam. These have R.G.B fields that can be changed to achieve any and all colors.
Yes the dragon was colored this way also
When I say "Params" I refer to main name for all rows and fields that are in Dsms ParamEditor.
ok i see it now