ak2yny / Official-Character-Pack-v2-for-Ultimate-Alliance

Official Characters Pack (OCP) for Marvel Ultimate Alliance (MUA) was created to add the DLC content of the Xbox 360 verison to the original PC version ported by Beenox in 2006.
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New Daredevil Issues #58

Closed ak2yny closed 4 months ago

ak2yny commented 6 months ago

Collecting all character bugs that we find. I thought that there was an open issue like that already, but I couldn't find it. Let's merge this one in case it exists. Edit: Found #23 . Merged.

techurious commented 6 months ago

Found the fix for Daredevil. "victim_release" trigger didn't work no matter what I tried, so in the end I just copied and pasted two triggers from the release fightmove (pullenemyin): name = charsound and the following name = throw. I edited the last vertify_victim_alive tag with "time = 0" to "critical = on_interrupt" with "time = -1" and connected it to charsound with "passtag = 1". I also removed "only_non_looped" from the copied charsound trigger to make it work.

If it's not clear from the description, I'm going to commit the fix myself.

ak2yny commented 6 months ago

If it's not clear from the description, I'm going to commit the fix myself.

I'd appreciate that.

techurious commented 6 months ago

I also noticed another bug in DD's Power 3 (that I created back in the day when attempting to re-bolt the cable effect from Bip01 R Hand to fx02). For some reason if you try to use this power immediately after spawning, the effect will appear incorrectly. But if you use Power 2 before that, then subsequent uses of Power 3 will display normally, with the cable bolted to fx02 as it should. I'm guessing that's why in the vanilla game the effect was bolted to Bip01 R Hand for Power 3 to avoid this issue.

I don't know what's causing this bug and why in the case of Power 2 "bolt = fx02" works from the start but for Power 3 it appears weird first. My only theory is that it has to do with the timing of the animation.