Toribash
Original Post
Replay Hacking help?
So I want to learn how to replay hack, but the main things I wan't to learn are teleporting a tori and dm'ing at random times.
For Example, the replay a left below, how do I make uke dm when I kick?

Thanks
Attached Files
2ez.rpl (78.7 KB, 20 views)
I'm no master replay hacker or anything but I believe what you need to do is find the frames you want to dm, I got about 397 for the first kick and 364 for the second kick. now you need to know how much frames into the replay it is in this case the first kick is 103 frames into the replay and the second kick is 134 frames into the replay. Now open the replay in notepad and find frame 103 (its easier if you edit something on frame 397 but you did not) If you did not move something on that fram look for the closest to it (in this case 107) and type in all caps CRUSH (what you want to crush); Tori or uke but instead of tori or uke its 1 or 0. 1 = uke and 0 = tori for the id for the joints look on this thread http://forum.toribash.com/showthread.php?t=19742. And repeat for the other frame. I hope this was not too confusing. I will post what I made. Nice kicks btw.
Attached Files
2ez Example.rpl (78.7 KB, 21 views)
Last edited by sethethan; Mar 13, 2015 at 03:45 PM.
I Would help you if I knew how, I do know you have to mess with the POS lines but like I said Im no master replay hacker and I don't know how to teleport to specific locations.
Originally Posted by Hachem24 View Post
No Problem, I learned how to dm thanks

NP, glad I could help
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So, I've been replay hacking and experimenting with the POS and stuff and I may be able to tell you some stuff just in case you have not got help on this yet.
So if you look at the replay I have attached below you will see my head teleports to uke. To do that I edited the Y axis of the POS. Here is a example:
Line 8:
JOINT 0; 0 4 1 4 2 4 3 4 4 4 5 4 6 4 7 4 8 4 9 4 10 4 11 4 12 4 13 4 14 4 15 4 16 2 17 2 18 4 19 4
<joint number> <joint state> <joint number> <joint state> ... <joint number> <joint state>
The joint numbers are as follows:
0 = neck
1 = chest
2 = lumbar
3 = abs
4 = right pec
5 = right shoulder
6 = right elbow
7 = left pec
8 = left shoulder
9 = left elbow
10 = right wrist
11 = left wrist
12 = right glute
13 = left glute
14 = right hip
15 = left hip
16 = right knee
17 = left knee
18 = right ankle
19 = left ankle
The joint states are as follows:
If a joint isn't listed, it also counts as relax.
1 = extend/right rotate/right bend
2 = contract/left rotate/left bend
3 = hold
4 = relax
The number after JOINT means this command refers to either tori or uke. 0 = tori, 1 = uke.
JOINT is identical for tori and uke.

Line 9:
POS 0; 1.000000 7.400000 2.590000 1.000000 7.450000 2.140000 1.000000 7.450000 1.890000 1.000000 7.500000 1.690000 1.000000 7.550000 1.490000 0.750000 7.450000 2.090000 0.450000 7.450000 2.240000 0.050000 7.450000 2.240000 1.250000 7.450000 2.090000 1.550000 7.450000 2.240000 1.950000 7.450000 2.240000 -0.350000 7.400000 2.240000 2.350000 7.400000 2.240000 0.800000 7.550000 1.390000 1.200000 7.550000 1.390000 0.800000 7.550000 1.040000 1.200000 7.550000 1.040000 1.200000 7.550000 0.440000 0.800000 7.550000 0.440000 0.800000 7.450000 0.040000 1.200000 7.450000 0.040000
<x co-ordinate> <y co-ordinate> <z co-ordinate> <x co-ordinate> <y co-ordinate> <z co-ordinate> ... <x co-ordinate> <y co-ordinate> <z co-ordinate>
Each triplet of x,y,z co-ordinate refers to a different joint, using the same ordering scheme as the JOINT list above. So, the first triplet refers to the neck joint, the second triplet to the chest joint, etc..., and the last triplet refers to the left ankle joint.
The y axis is directly towards uke, as seen from tori. The x axis is perpendicular to the y axis, and the z axis is straight up and down.
The reason the numbers for the y co-ordinates are so high is because I used a 1500 engage distance for this replay. The regular value for y co-ordinates at an engage distance of 100 is about 0.4.
The number after the POS means this command refers to either tori or uke. 0 = tori, 1 = uke.
POS is identical for tori and uke.

So I made the Y axis a tiny bit lower than the Y axis head
but it does not DM automatically, you still have to do CRUSH 1;0 to get uke's head off same with yours.
Next I teleported my head back to its original position but as you can see it was not perfect. You could mess around with the numbers to make it go back in the same position but I did not. So when my head fell I used the linvel (force) line to make my head shoot at uke, it still follows the x,y,z pattern. that's about it, I hope this helped you some more.

P.S. Angvel Is rotation.
Attached Files
HAXING TEST 1.rpl (52.0 KB, 11 views)
Last edited by sethethan; Mar 14, 2015 at 01:38 AM. Reason: <24 hour edit/bump