Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » New Animations
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Re: !New Animation![message #316690]
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Thu, 28 March 2013 20:49 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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I believe we already have crouched throwing, not sure though. Do we have animations for eating, drinking and smoking yet? Also, a shackles animation would be nice for handcuffing someone. Not used a lot but it's a pretty cool feature nonetheless. Therefore, handcuffed enemies (hands behind back) would be pretty awesome for a visual indicator of the handcuffing action being successful. Puking. Would be a bit over the top but funny, using the injured animation and adding the vomit. Good for poison and for overfeeding. And zombies.
A "mounted" firing animation would be cool, too. Basically not resting the gun on your arm but taking your hand back to the stock. For every situation in which your gun is rested on something, indicated only by an "M" on the gun. Would be for all bodytypes, crouching and standing. Good thing is, it does not need coherence. Only crouched and only regular males would be a good start, too.
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Re: !New Animation![message #316691]
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Thu, 28 March 2013 22:05 
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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Sam_HotteDo we already have throwing blades while crouched (without getting up for it)?
If not, this might be something not so epic to retrain your skills, Pasha ...
ohhhh yeaah, i remember that, yeah its very easy to make Animation
and i want some Minor yet sufficient requests, something that can change Gameplay, like throwing knife while Crouching, that is game changing, while other animations are just Cosmetic ( realism adding ) animations...So if you have any requests that can change gameplay, please feel free to suggest, but not something that takes alot of time, i want to start again with Minor animations then move to bigger and bigger, and as i said, i dont know when i gonna start doing them again
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First Sergeant
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Re: !New Animation![message #316696]
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Thu, 28 March 2013 22:23 
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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but its kinda odd to see prisoners being shackled in Prison, UNLESS you want to make something epic, like:
If you arrested a Soldier in a Sector that has a Prison, when fight for sector is over, that soldier stands up and goes to that Prison ( with shackled animation being used ) and possibly, to make it more realistic, let 1-2 Militiamen escort him ( if there are Militiamen )
if Prison is in other sector and its not occupied by Enemies, then Soldier goes to that Sector in tactical ( again, if there are Militiamen, he is escorted, or else just goes alone )
if Prison in other sector or prison that in next sector is occupied, Soldier just disappears in Tactical and appears in Nearest Prison
If you can make that happen, i can start making this Animation ASAP
EDIT: is there a possibility for you to mess with a code and FINALLY allow Enemies to have a Medic? because if you make it happen, it will be a total game changer, because if Enemies gonna be healed, it will be alot more harder to play, especially in Mid game when they can Inject Regen booster to restore Soldiers HP and get him back on Battlefield
And let Medics to have mostly Energy/Regen boosters, 1st aid kids and minor weapons ( Pistol, SMGs ) and stay behind most of the time and if someone needs heals, they will come to Medic
And possibly allow him to Heal Dying soldiers if Medic knows its safe to do that
[Updated on: Thu, 28 March 2013 22:31] by Moderator Report message to a moderator
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First Sergeant
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Re: !New Animation![message #316701]
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Fri, 29 March 2013 00:39 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Flugenteprone throw animation
We have prone grenade tosses, Sandro made them (I think). I hope you don't mean throwing knives from prone.
Flugenteshackled (hands behind back) standing prisoner PasHancockthat's the easiest 1 to make, but what you gonna do with it? where it's gonna be used? FlugenteThat would be pure immersion for caught soldiers and prisoners in a player's prisons. Nothing useful besides looking pretty  Nnnoooope. Since you're able to capture soldiers using handcuffs during combat, we can use a way to distinguish them from live combattants and I would want that. Wait a second, weren't you the one who even MADE that addition?
In my last fight I had reinforcements spawning next to me. One soldier next to Bull got suppressed and I wanted to test the handcuffs. Something happened, not really sure if he failed, probably did. But the soldier remained cowering on the ground until the second last person got chased down and killed. I waited for some turns, guarded him, before he recovered and tried to punch me, receiving lots of physical attention from his guards in return.
A clear visual indicator of someone being "out" would be very useful in that case. I would want them to be separated from the active enemies.
I have no intention of seeing them shackled in prison.
PasHancockif Prison in other sector or prison that in next sector is occupied, Soldier just disappears in Tactical and appears in Nearest Prison Isn't that basically like what we have now? Capturing soldiers and sending them to a prison under your control?
We can use handcuffs or zippers to capture an overwhelmed enemy. Feature: Taking Prisoners.
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Re: !New Animation![message #316718]
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Fri, 29 March 2013 15:27 
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Flugente |
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Messages:3503
Registered:April 2009 Location: Germany |
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Allowing the AI to be medics would require widespread use of regen boosters. Surgery would be a bit more difficult, as this would require the AI use an action continously instead of fighting, depending on other soldiers. Both is possible, but
- widespread distribution of regen boosters leads to the player having access to tons of the stuff, which would dumb down the need of doctors - bad.
- Gettting the AI to do surgery is possible, but would make the AI less threatening as a whole (doctor is no combat skill, doctors would have to ignore combat to help comrades).
Hmm. Perhaps we have a misunderstanding here. By shackled I meant prisoners to be visibly handcuffed, not attached to a wall with chains .
Any soldier you capture has the Status 'CAPTURED' instead of 'HEALTHY' or 'WOUNDED', so there already is a definite sign on that. Same for the prisoners of war, who are called, if I recall, 'PRISONER'. But this would look much nicer.
Also note that there is one very obscure code bit that already allows the AI to stop its bleeding. Without bandages. In the AI decision making routine itself :uhh:
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Re: New Animations[message #316756]
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Sat, 30 March 2013 01:24 
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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FlugenteAllowing the AI to be medics would require widespread use of regen boosters. Surgery would be a bit more difficult, as this would require the AI use an action continously instead of fighting, depending on other soldiers. Both is possible, but
- widespread distribution of regen boosters leads to the player having access to tons of the stuff, which would dumb down the need of doctors - bad.
- Gettting the AI to do surgery is possible, but would make the AI less threatening as a whole (doctor is no combat skill, doctors would have to ignore combat to help comrades).
Hmm. Perhaps we have a misunderstanding here. By shackled I meant prisoners to be visibly handcuffed, not attached to a wall with chains .
Any soldier you capture has the Status 'CAPTURED' instead of 'HEALTHY' or 'WOUNDED', so there already is a definite sign on that. Same for the prisoners of war, who are called, if I recall, 'PRISONER'. But this would look much nicer.
Also note that there is one very obscure code bit that already allows the AI to stop its bleeding. Without bandages. In the AI decision making routine itself :uhh:
Ok, ok but what about allowing AI to Crawl? because it would be nice if they could at least crawl instead of standing up, running, and going to Prone/Crouch position again IMO
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First Sergeant
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Re: New Animations[message #316807]
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Sat, 30 March 2013 18:46 
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Thor |
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Messages:421
Registered:February 2007 Location: Belgium |
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Prone bandaging would be nice if it could be (re)introduced.
Maybe some variant of the cowering image can be used for bound prisoners? May be easy to tweak it a bit..
Ha, Flugente, something that bothers me is when you are prone /sitting and you ALT-LMB you crawl/crouch backwards, but not if you try it diagonally... Then you turn around. Can something be done that you can also crawl/crouch backwards diagonally? Guess I'm not the only one who thinks it's "disturbing"...
How about picked up mercs, can't they be treated like an object, an LBE item like a backpack or something? Must be some way to do it... Don't play many other games, but I remember UFO / XCOM treated it very simple, but more or less effective...
Quote:new death animations
prone throw animation
mounted rifle animation
shackled (hands behind back) standing prisoner
I like these as well..
[Updated on: Sat, 30 March 2013 19:19] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Animations[message #320371]
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Thu, 23 May 2013 23:56 
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Lexx |
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Messages:62
Registered:June 2009 Location: Germany |
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Wasn't around for a while...
Last time I had been working on a small project, which I first wanted to finish before posting about it... but I probably won't finish it in the sooner future, so instead of sitting on the files, I wanted to release what is done.
I love riot shields and ballistic shields and I would love to see them in JA2... like many other folks. But instead of just requesting it (or suggesting.. which was done already often anyway), I started to work on new animations for shield items.
Currently I have finished 4 animations for S_MERC:
- Change stance, standing -> crouching
- Ready weapon and open fire while standing (thought I finished the fire animation for crouching too, but either I just dreamed it or I lost the file)
- Standing idle / breathing
- Aimed walking
Examples:

Animations still needed:
- Crouch-walking with shield
- Walking without raised shield? (optional)
- Running with shield (even more optional. Though, probably one of the easier animations, and the pistol doesn't need to be visible)
- Shoot pistol while crouching (not too hard, just c&p of the right arm from the standing animation)
- Big dude and female animations. : /
My original idea has been:
- Attack only possible with pistol in hand.
- weapon / shield must be in "ready" / aim stance to fire the weapon.
- Standing / crouching animation + walking animations, crawling is not possible.
- Pistol is placed in first, shield item in the second hand slot.
- If in standing stance, legs aren't covered by the shield.
- Shield always only protects from the direction it is pointing to.
- If hit by a heavy blow, shield is dropped to ground.
- Purely artistic: Some enemies in cavern / tunnel maps, airports, big military facilities and prison complex like Tixa could be equipped with ballistic shields.
I've put my raw *.psd files into the package. Technically, all shield item orientations are already created. So what is now left to do is to c&p these into the remaining frames and adjust the upper body of the figure. Really not a hard task... just so god damn time consuming.
Screenshots:

(I actually created the crouching idle animation twice. The above one and a new one, where the shield is always placed in front of the critter. I thought that this stance would make a lot more sense, also it supports faster pistol aiming... and less fiddleing with creating the pistol aim & attack animation..)
Get the files here:
http://ul.to/b45cswjl
If you c&p the finished animations into the Data/Anims/S_MERC/ folder and equipe a pistol, you'll see it in the game. It still needs some tweaks, I'll guess. I am not the best pixel art dude around.
Not sure when I will start working on it again... It probably will take a very long time (right now, the above files are around 9 months old). So if anyone wants to continue the job or wants to do whatever else with it, please go for it.
[Updated on: Fri, 24 May 2013 00:53] by Moderator Report message to a moderator
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Corporal
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