#Bullets and their restrictions.

14 messages · Page 1 of 1 (latest)

dawn glade
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So, I understand some hitboxes/attack behaviors can be used against multiple weapon classes. UGS to Ultra Greathammer is one of them, I think.

However, some stuff isn't as easy as copy pasting. One of these things (it seems) are bullets.

For example, I've got the player usable Firelink Greatsword here, and I wanna use its bullet on a UGS instead. What prevents this from being possible? I almost want to imagine it's as simple as switching a particular variable in the gameparam.

vale pine
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the behaviourparams (and atkparams) are tied to the id of the firelinkgs, not the generic gs which the firelink gs inherits from

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you'd need to move those params there (and then cross ur fingers the other gs don't use those rows)

dawn glade
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So in theory, I can just switch this thing's ID to any other weapon's if I don't give a shit about the Firelink Sword right?

vale pine
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I mean

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just add behaviourparam to the ugs to make the bullet?

dawn glade
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As you've probably imagined now, my knowledge is still pretty minimal. I'm gonna try and make sense of what you've given me now.

vale pine
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it'll be worth looking at animation data to see how you get from animation, to behaviour, to bullet (and atkparam)

dawn glade
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Indeed, what I did was copy and paste the bullet in DSAnim so far. I gotta understand how these things relate. Behavior judge ID 705, so I go to bullet 705 to check the info there. Then... I'm searching in behaviorparam.

dawn glade
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I made a dupe of attackparam, behaviorparam, and bullet, so I know where it's all at. What's the next step?

vale pine
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do you see how all the IDs are all together?

dawn glade
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(All with new names ofc)

vale pine
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there's a scheme there