ESF CCI Help:

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Okay, I'm okay at making characters with the CCI, but, how can I add custom attacks. I mean attacks like, Big Band Kamehameha, Ultimate Sacrifice, etc?
 
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Well you could start with using a basic weapon like kamehameha.
Try to make a new weapon out of it. By manipulating the original attack/weapons.

Here is a small example of an old code I used in ECX-XP.

#define MOD_WEAPON_DBG 0

// >> ARG_BYTE int
// >> ARG_CHAR int
// >> ARG_SHORT int
// >> ARG_LONG int
// >> ARG_ANGLE float
// >> ARG_COORD float
// >> ARG_STRING string
// >> ARG_ENTITY int



stock SPR_SHINE; // Shine

stock SPR_KAME_S; // Kamehameha Beam Head
stock SPR_KAME_E; // Kamehameha Beam End
stock SPR_KAME_T; // Kamehameha Beam Trail

stock ICON_BIGBANG;
stock C_ICON_BIGBANG;

stock MOD_Weapon_PreCache ()
{
SPR_SHINE = precache_model( "sprites/ecx.shine.spr" );

SPR_KAME_S = precache_model( "sprites/ecx-xp.bluekame_s.spr" );
SPR_KAME_E = precache_model( "sprites/ecx-xp.bluekame_s.spr" );
SPR_KAME_T = precache_model( "sprites/ecx-xp.bluekame_t.spr" );

ICON_BIGBANG = getIconINDEX( "weapon_finalflash" );
C_ICON_BIGBANG = createCustomICON( "c_weapon_sukame", { 4, 4 } );

}

public @IconUpdate ( Client, Level )
{
replaceClientICON( Client, C_ICON_BIGBANG, ICON_BIGBANG );
}

public @BaseWeaponCreation ( Client, BaseWeapon, const Name[] )
{

if ( equal( Name, "weapon_kamehameha" ) )
{
setBeamChargeTime( BaseWeapon, 11 );
setBeamChargeKi( BaseWeapon, 35 );
setBeamSpeed( BaseWeapon, 1000 );
}

if ( equal( Name, "weapon_finalflash" ) )
{
setBeamChargeTime( BaseWeapon, 40 );
setBeamChargeKi( BaseWeapon, 15 );
setBeamSpeed( BaseWeapon, 800 );
}



}


public @WeaponAdjust ( Client, Weapon, const Class[] )
{
/**
0 - Blue
1 - Green
2 - Orange
3 - Purple
4 - Yellow
5 - Red
6 - White
7 - None
**/

if ( equal( Class, "kamehameha" ) )
{
setWeaponXPC( 0 );
setWeaponXPM( 4.5 );
// Kamehameha
setWeaponDMG( 15.0, 150.0, 0.04 );
}

else if ( equal( Class, "finalflash" ) )
{
setWeaponXPC( 0 );
setWeaponXPM( 6.0 );
// super Kamehameha
setWeaponDMG( 10.0, 300.0, 0.04 );
}

}

public @WeaponBeam ( Client, Weapon, const Class[], Size )
{
/**
1 - LONG - Client ??? - do not edit
2 - LONG - Weapon - do not edit
3 - BYTE - Client ??? - do not edit
4 - SHORT - Head Start A
5 - SHORT - Head Start B
6 - SHORT - Head End A
7 - SHORT - Head End B
8 - SHORT - Trail
9 - BYTE - Size
10 - BYTE - Segement Length ???
11 - COORD - X - do not edit
12 - COORD - Y - do not edit
13 - COORD - Z - do not edit
**/



if ( equal( Class, "finalflash" ) )
{
set_msg_arg_int( 4, ARG_SHORT, SPR_SHINE );
set_msg_arg_int( 5, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 6, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 7, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 8, ARG_SHORT, SPR_KAME_T );

set_msg_arg_int( 9, ARG_BYTE, 10 );
}

else if ( equal( Class, "kamehameha" ) )
{
set_msg_arg_int( 4, ARG_SHORT, SPR_SHINE );
set_msg_arg_int( 5, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 6, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 7, ARG_SHORT, SPR_KAME_S );
set_msg_arg_int( 8, ARG_SHORT, SPR_KAME_T );

set_msg_arg_int( 9, ARG_BYTE, 5 );
}

}

public @WeaponDeath ( Client, Killer, const Weapon[] )
{
/**
1 - BYTE - Killer - do not edit
2 - BYTE - Client - do not edit
3 - STRING - Weapon
**/

if ( equal( Weapon, "finalflash" ) )
set_msg_arg_string( 3, "Super Kamehameha" );

}
In this code we have a normal kamehameha and a super kamehameha.
Both kamehameha are using a not original kamehamha sprite that you know from ESF.
And the finalflash (original esf weapon) has been manipulated and is now a super kamehameha.

If you know this part allready then try to do a bit more with these codes.
Its like if you are playing with the codes and see what will happen.
But dont rush in to hard otherwise you will get errors or your server will crash.
Step by step you have to try to understand what is written there before you can go further.

Creating a special like ultimate sacrevice is much more difficult (if you are beginner).
But if you only have used CCI to add characters well then I also advice to read a tutorial that has been written by Raven. A lot is explained there and this tutorial is deliverd with CCI.

You can use my code if you want to test some stuff out.
Its a older code and I dont use it anymore.

I wish you goodluck with it.^_^
 
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Thanks, I'll try your code, and if it works out like I hope it will, I'll try to manipulate it a little. Thanks for the help. :)
 
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Oh dont forget the sprites.
You need to change the name of the sprites before you can use this code.
Or change it in the code.

Goodluck with it.
 
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Thanks, I have the sprites, but one more thing. Where would I go to enter the code, like what file would I need to place it in?
 
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Thanks, I'll try it, and just to say, I was just in the ECX RC2 (Big Pack 8.4), and I fused to SSJ4 Gogeta, and he had the Big Bang Kamehameha I wanted, and it had a normal Kamehameha icon, so that's the attack I want. But like I said, I'll try your code and get back to ya. :D
 
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Alright, I tried it, and everything looked good, I just have a question. Since you were on the ECX team, would you happen to know the code for their Big Bang Attack? I just want to change the sprites and icons around, but I don't know what they are exactly. THAT, and if not, is there a way to view the sprites without booting up the game everytime. And also, if it's not too much trouble, could you edit the code you gave me for it to replace, the original Death Ball? Just so the rest of my characters don't have "Big Bang Attack". lol :p
 
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Well, that solves that problem, now does anyone know how to edit the move that Big Bang Kamehameha will override? (According to the code above):confused:
 
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Like I said before you can do this by your self.
But it will be good if you take Raven his tutorial (its a pdf file) he explained a lot in there.

Oh and 1 thing it takes time before you understand everything.
Its not something you can learn in 1 day or in 1 week.

I give you 1 more tip.
if ( equal( Class, "kamehameha" ) )
if ( equal( Class, "finalflash" ) )

This is the weapon class.
All codes you write below this code are ment for this weapon class.
You can also change the weapon class so you get a new weapon.
Like Bigbang or Masenko.

Just try to change some stuff like this and see what happen.
And who knows you learn to code a bit your self one day.
Its like I said try to understand what is written there and what code has what funtion.

And again you cant learn this in 1 day so give it time. :)


PS Well I use spritevieuwer.
Its easy in use tho its still a bit bugy hehehehe.
 
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Thanks for the help, but just out of curiosity, in ESF\Core\Plugins\ETC there are technique moves names there. Are they actual attacks? And if they are, could I give them to a custom character?
 
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there specials i beleve did you read the cci tuts that came with the cci
 
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I read the MOD.weapons section, but I don't recall the guide saying anything about these files. Are there any way to give them to a character.

Also, bear in mind, the SSJ4 Gogeta that comes with Big pack 8.4, he has the exact Big Bang Kamehameha that I would like my custom character to have. Just wanted to know if there's an easier way to give it to a custom character, rather than recreating it from scratch.:confused:
 
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Well its not scratch to start with.
Its just that you manipulate the original attacks.
This bigbang kamehameha is just a manipulation of the weapon bigbang (if I am not mistaken)

And I gues the answer is no there isnt a easier way.
As you can see its not easy if you are a beginner hehehehe.

Well good luck and keep trying :D
 
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again it a modification of deathball if your using the ecx gogeta model if your using the bigpack ssj4 model then its kamehameha you alter
 
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I know, I know. But here's my custom character:
Trunks
SSJ Trunks
USSJ Trunks
SSJ2 Gohan
Mystic Gohan
SSJ4 Goku
SSJ4 Vegeta
SSJ4 Gogeta
And I know about replacing Kamehameha, but that'll replace it for Goku and Gohan too.
 
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Lol yeah if you use the same code in theyre mod.weapon it will.
Thats why you have to program all the characters 1 by 1.

Every character you make has his own codes.
And again, no there isnt a easier or faster way to do it.
And like I said before it will be very good for ya if you read the tutorial that came with CCI.
Most people learn there the most of it (if you are a starter).
 

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