Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Hi Piccolo, I use the latest version of CMT and I've got the following error when I'm trying to change the y value of the attackbox on the right side (with the arrows).
Hi,
Can you copy/paste the text content of the animation please
 
The anim attack3 is just written like this:
Code:
anim attack3 # Attaque combo 3
    delay    7
    offset    27 124
    bbox 1 10 51 115
    hitflash flashmedium
    frame    data/chars/jabu/attack31.png
    frame    data/chars/jabu/attack32.png
    frame    data/chars/jabu/attack33.png
    attack1 62 41 100 26 10 0 0 0 12 20
    frame    data/chars/jabu/attack34.png
    frame    data/chars/jabu/attack35.png
    attack1 0
 
The anim attack3 is just written like this:
Code:
anim attack3 # Attaque combo 3
    delay    7
    offset    27 124
    bbox 1 10 51 115
    hitflash flashmedium
    frame    data/chars/jabu/attack31.png
    frame    data/chars/jabu/attack32.png
    frame    data/chars/jabu/attack33.png
    attack1 62 41 100 26 10 0 0 0 12 20
    frame    data/chars/jabu/attack34.png
    frame    data/chars/jabu/attack35.png
    attack1 0
Ok thanks, so the problem is that you used "attack1 0" at the end of the anim and there is no frame associated to it (because attack is linked to the next defined frame).

Just move this line a little bit up and you should be good.
 
You're missing one frame after attack1 0. attack1 0 is the last in the animation so add a new frame to it.
 
WOAW incredible to discover that you continue to improve this software from all this time ....
I've tried only an old version in 2017 :ROFLMAO:
I'm so exited to try your last one to create my levels ... thanks a lot :)
 
WOAW incredible to discover that you continue to improve this software from all this time ....
I've tried only an old version in 2017 :ROFLMAO:
I'm so exited to try your last one to create my levels ... thanks a lot :)
Thanks, but it hasn't evolved much though, I basically fixed little things here and there. But as I said earlier if you want features to be added, I'm open to requests 😉
 
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Thanks, but it hasn't evolved much though, I basically fixed little things here and there. But as I said earlier if you want features to be added, I'm open to requests 😉
I think this is nearly impossible, but it would be awesome to have some part of the software to visually handle the binding process of slams coding via BloodBane's slams' method/system.
But it would certainly be long and hard to code. (And some would say "not everybody use BB's slam system etc"

Sure it would skyrocket my main game project's coding part... Since I depend a lot on this system/script.

Something similar to the "throw maker" in Mugen's Fighter Factory...
Now I regret more and more The cretors gave up on adding Openbor support on their software ^^;
 
I think this is nearly impossible, but it would be awesome to have some part of the software to visually handle the binding process of slams coding via BloodBane's slams' method/system.
But it would certainly be long and hard to code. (And some would say "not everybody use BB's slam system etc"

Sure it would skyrocket my main game project's coding part... Since I depend a lot on this system/script.

Something similar to the "throw maker" in Mugen's Fighter Factory...
Now I regret more and more The cretors gave up on adding Openbor support on their software ^^;
Actually it's not that complicated. Back in the days I did use bindings for slams in my mod (it had a lot of grapplers). As far as Modders Tools is concerned, visually editing a binding is not very different than visually editing an attackbox (which is already supported). So yeah I can add that no problem, the infrastructure is there.

I don't know the BloodBane system but as long as its commands can be translated in some kind of universal language, I can add any binding system.
 
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Great news! It would definitely be helpful!
Lets quote @Bloodbane He's the best to provide any script base about his system.

What would be good is having the possibility to select a loaded enemy entity from the mod as the "victim" during the binding process.
Or something like that.

And sure, of course I remember your game project, I remember how badass it was and how most of the playable characters were based on grapplers :D
 
Great news! It would definitely be helpful!
Lets quote @Bloodbane He's the best to provide any script base about his system.

And sure, of course I remember your game project, I remember how badass it was and how most of the playable characters were based on grapplers :D
I just finished a working first version since my last post 😁 (but using the binding system I used in my mod)

But again I can easily support multiple binding systems. Basically I just need to extract the params, "x", "y", etc, so I just need to know the name of the command and the order of the parameters.
 
I just finished a working first version since my last post 😁 (but using the binding system I used in my mod)

But again I can easily support multiple binding systems. Basically I just need to extract the params, "x", "y", etc, so I just need to know the name of the command and the order of the parameters.
I was writing a comment exactly in this aspect :)

For example, I'm using a modified version of the Bloodbane's slamstart script with different variables, but if you develop a way of getting at least the most common parameters it will work as a neutral feature, allowing us to work with many different bind systems.

According to what I usually see, the most common parameters used by grab scripts are defined in the position function.

C:
void position(int tFrame, float dx, float dy, float dz, int face)

tFrame = target's current fall7 animation frame (this animation contains all the possible sprites a grabbed target can have during a grab move)
dx, dy, dz = position related to the grabber
face = target's direction in the current frame

Code:
anim fall7 #GRABSTART POSITION
    loop    0
    delay    1000
    offset    150 187
    frame    data/chars/heroes/max/fall700.png
    frame    data/chars/heroes/max/fall701.png
    frame    data/chars/heroes/max/fall702.png
    frame    data/chars/heroes/max/fall703.png
    frame    data/chars/heroes/max/fall704.png
    frame    data/chars/heroes/max/fall705.png
    frame    data/chars/heroes/max/fall706.png

Code:
anim grabbackward2 #BACK SLAM
    attackone 0
    fastattack 1
    jugglecost 0
    forcedirection 0
    otg 1
    loop    0
    delay    24
    offset    150 187
    @cmd grabStart
    @cmd position 0 20 0 0 1
    @cmd hitfx "sor3_hit6.wav"
    @cmd voice "sor2_max_attack2.wav"
    frame    data/chars/heroes/max/slam00.png
        delay    8
    @cmd position 5 0 20 0 0
    frame    data/chars/heroes/max/slam01.png
    @cmd position 4 -40 35 0 0
    frame    data/chars/heroes/max/slam02.png
        delay    16
    attack 72 151 59 39 4 1 0 0 0 12
    @cmd position 4 -60 1 0 0
    @cmd spawn01 "QuakeHigh" 0 0 0
    @cmd sound "sor3_slam.wav"
    frame    data/chars/heroes/max/slam03.png
    attack 0 0 0 0 0 0 0 0 0 0
    @cmd slam 12 2 -2 2 0 0
    frame    data/chars/heroes/max/slam03.png
        delay    8
    @cmd clearL
    frame    data/chars/heroes/max/slam04.png

There's some other functions like the slamstart, grabstart, depost, finish etc but those are used just to start or end the grabs. I don't think it's necessary to be readed on the CMT but I would like to know the @Bloodbane opinion.
 
+1 to keeping it neutral as possible. It's not a good idea to make one person's script a de-facto standard. Also, the whole thought process of "grappling" is kind of provincial. What you're really asking for is overlay, which is something that's universal (grappling, particle effects, etc.).

DC
 
+1 to keeping it neutral as possible. It's not a good idea to make one person's script a de-facto standard. Also, the whole thought process of "grappling" is kind of provincial. What you're really asking for is overlay, which is something that's universal (grappling, particle effects, etc.).

DC
Same here!
If it's neutral, it still can be used as a base for all the variations of BB's script.

Actually, for my personnal need, only a visual interface for binding is needed.
Then, I have no problem with manually copy paste the values in the txt file.

The time consuming part is trial and error because some of my slams have more than 20-30 binding frames... for one animation.

main needs for me
-moving the enemy position from axis in "realtime" I mean visually.
-having the possibility to swap the enemy sprite and make some tests to see wich "get hit" sprite looks better to match player's frame.
(And if you can tweak player sprites too, it's even better...)
 
I should try using CMT latest update ASAP and leave the obeditor... for good

*oot
for grabbing matters I want players can grab enemies even it's near wall
@DCurrent
 
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I should try using CMT latest update ASAP and leave the obeditor... for good

*oot
for grabbing matters I want players can grab enemies even it's near wall
@DCurrent
Perhaps your mod have some antiwall script.
I think many mods use it to avoid enemy to be stuck in wall.
(I cannot confirm since it's not my speciality ^^ )
 
Same here!
If it's neutral, it still can be used as a base for all the variations of BB's script.

Actually, for my personnal need, only a visual interface for binding is needed.
Then, I have no problem with manually copy paste the values in the txt file.

The time consuming part is trial and error because some of my slams have more than 20-30 binding frames... for one animation.

main needs for me
-moving the enemy position from axis in "realtime" I mean visually.
-having the possibility to swap the enemy sprite and make some tests to see wich "get hit" sprite looks better to match player's frame.
(And if you can tweak player sprites too, it's even better...)

That wasn't really what I meant by neutral. I'm saying it's not the job of an editor to promote any variation of @Bloodbane's scripts. Not mine either... or anyone else's.

There’s so many reasons why that's a bad idea I could write a ten page report and not cover them all. It's just one of those things that looks like an easy button but will cause more problems for you.

Having a script agnostic overlay viewer would be a really nice touch and useful for setting up grapples. You don't need to (nor should you) tie the editor to any set of scripts for that.

Just my input. It's @Piccolo's project. He can do what he wants.

DC
 
Perhaps your mod have some antiwall script.
I think many mods use it to avoid enemy to be stuck in wall.
(I cannot confirm since it's not my speciality ^^ )
I mean can do grab anim near wall

That wasn't really what I meant by neutral. I'm saying it's not the job of an editor to promote any variation of @Bloodbane's scripts. Not mine either... or anyone else's.
can support popular scripts isn't it better?
maybe make it separately from the editor, like dlc on games
 
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