Difference between revisions of "Fistfite.dat"

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(Created page with '{{lowercase}} The '''fistfite.dat''' file contains information on melee attacks, including damage and animation, in GTA III and Vice City. The file is located in the <cod…')
 
m (Format)
Line 21: Line 21:
 
:N - none; does no damage
 
:N - none; does no damage
 
;Column H - Animation Name
 
;Column H - Animation Name
:The name of the animation to use from the <code>[[ped.ifp]]</code> file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim.
+
:The name of the animation to use from the <code>[[ped.ifp]]</code> file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim. You can use <i>default</i> as the name to use default animations.
 
;Column I - Damage
 
;Column I - Damage
 
:The higher the damage, the more health the victim loses and, if the victim's health is low enough, the father the victim flies into the air.
 
:The higher the damage, the more health the victim loses and, if the victim's health is low enough, the father the victim flies into the air.

Revision as of 17:29, 18 September 2010

The fistfite.dat file contains information on melee attacks, including damage and animation, in GTA III and Vice City. The file is located in the \data folder of the game's directory.

Format

string, float, float, float, float, float, character, string, integer, integer
Column A - Move Name
Any names can be used here. This is only used for identification.
Column B - Start Fire Time
Column C - End Fire Time
Column D - Combo follow on time
Right after the first attack, the next attack will be the next move in the list within the group. Successive attacks (mashing attack button) will no longer follow the list until the attack is no longer successive. This was never used in the game by default.
Column E - Strike Radius
The effective distance to do damage. Can also affect victims behind you.
Column F - Extend Reach Multiplier
Column G - Hit Level
G - ground; feet, but can glitch the animation of the victim if the victim is standing.
L - low; attack the stomach.
M - mid; attack the face.
H - high; unlike to its name, this will automatically select which hit level to use based on the animation.
N - none; does no damage
Column H - Animation Name
The name of the animation to use from the ped.ifp file. Any animation should work and do damage as long as the animation is loaded and the animation can reach the victim. You can use default as the name to use default animations.
Column I - Damage
The higher the damage, the more health the victim loses and, if the victim's health is low enough, the father the victim flies into the air.
Column J - Flags

List of moves

The line number determines which group the move belongs to.

Other

Line Move Description
1 null
2 standard punch
3 idle
4 shuffle

Frontal attack

These moves are used when you are standing still attacking a victim in front with the fist or small weapons that can melee in close range.

Line Move Description
5 knee Attacks with the knee
6 punch hook
7 jab Attacks with the left fist
8 punch Attacks with the right fist
9 long kick Kicks high in the air with the right leg
10 round house Swings the right leg around in the air

Directional attacks

Special attack

Responses

Melee weapon attacks