Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » A Small Compilation of New Features
Re: A Small Compilation of New Features[message #308885] Fri, 10 August 2012 01:02 Go to previous messageGo to previous message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
-------------------------------------------------------------------------------------------

More Random Idle Animations
When dealing with the big merc alternative rifle holding while, I've stumbled upon the random idle animations and decide to make some changes there too.
  • From now on, these animations will show up more often when not in combat.
  • More variations will be used - the item-in-hand-restrictions were shifted, so for some anims, the merc just lower the rifle before doing some fancy moves (rarely in combat though).
  • The "soldier looking around" ones won't be used if the guy actually sees any enemies. (An enemy guy stands 2 tiles in front of me and I am casualy looking around the countryside.)
  • The "drunk" animation or injured animation will be used if either dangerously starving or poisoned too.
  • Some animations were tweaked - fixed bad positioning, frame read, or so.

Again, these changes are only cosmetical, no impact on gameplay.

Here are some examples of the animations I mean:

http://s17.postimage.org/p24z6qewr/A_CLEAN.gifhttp://s17.postimage.org/npna4uhh7/A_SPIT.gifhttp://s17.postimage.org/86uw4ufi3/M_FLEX.gifhttp://s17.postimage.org/rpzhe7e9n/M_SHOEDUST.gifhttp://s17.postimage.org/g25fjnp4r/M_STRTCH.gif


-------------------------------------------------------------------------------------------

Cowering animation
Another cosmetical feature. I've added this animation to be used, when a soldier cowers from being shot at..:
In prone position, there is an animation made by PasHancock used (I forgot to make a screenshot of that one).

http://s12.postimage.org/odwef3hd5/S_COWER.gif

Apparently from the code (made by Headrock) about cowering from suppression, something like what that animation shows was intended to introduce. The effects of cowering pretty much reflects the animation as it is (tunnel vision, all kinds of penalties from shock). Now it matches what the player sees, the guy really goes into cowering (panic) stance. Simple as that.

Here is a screenshot from game - this enemy yellowshirt is in big trouble..
http://s12.postimage.org/c38hs51nt/Cowering_Anim1.jpg


-------------------------------------------------------------------------------------------

Kick in HtH Impelemented (and Focused (Aimed) Punch Modified)
First, I have tweaked the aimed punches to fill in a more usable role. Before this, "focused" punches were only available to mercs with HtH or Martial Arts. They deal much more damage (-75% by default). MA merc (with small body) performed their fancy spinning kick, others just a normal punch animation (with increased damage though). For those untrained in close combat, aiming a punch just gave it more chance to hit. However, for the AP price (which was insanely high originally, but lowered drastically by me in old days, to make sense), the outcome was not nearly beneficial.

To make the things a little more interesting, I've made a small change to this:
  • The focused punch now deals 50% more damage (it costs 50% more APs), but has no bonus to CtH. The logic behind it is that if you want bigger chance to hit the enemy, simply try it more times, but if you want to hit him harder, perform this risky trick. Besides, if in the close combat you want to go for "MORE", you probably want to hit the enemy HARD, not to hit him "at all cost", since a fist hit not hard enough do little to no harm.
    It is nicely usable on weakened or unaware enemies. (And if you find yourself unable to hit an enemy guy, try aim on legs.)
  • One level of HtH trait increases the damage bonus to 100% and second level of the trait (Martial Arts) brings it to 150% (which was by default). This is tweakable by the ini.
  • For knife attack, this is different though. Actually it is opposite - we want to hit the enemy at all cost. With knife you don't need to hit so hard to cause some damage. So with blade, there is no damage bonus, but CtH is boosted by 30% (which translates to +15% damage then, theoretically). If you hit unaware enemy "to neck" with knife, he will in most cases instantly die anyway, you don't need more damage, but you may spend more APs to make it sure to happen.
  • For the aimed punch (/kick/stab) I have implemented a different animation frame read, so the focused attack looks a little different from normal attack. Just aesthetics...

Now. I have took the kicking door animation and created a HtH attack from it. The kick is always used when you attack the soldiers legs, or randomly if you attack his body. If you attack the head of a standing enemy, always the punch animation is used. The rest of the details is not important.
It is purely (yet another) cosmetic addon, nothing of the gameplay has changed (except of the aimed attacks, I explained above).

http://s12.postimage.org/es7vvwwix/Ht_HKick2.jpg

However, due to the fact, those door kicking animations have only 4 angles (no diagonal), the animation will only show if not hitting the enemy guy from diagonal angle, naturaly. But it's no big deal.


-------------------------------------------------------------------------------------------

Jumping Implemented
Seriously.
This was easier than one would thought. You know how you can jump over lying person? I took that function and expand it so the player may use it at will.
To jump over a tile, hold down 'Shift' key and point at the tile beyond it (2 tiles away from us). If the tile to jump over is not high much, a cursor for jumping will be shown, and if you click there, your merc will jump. (It is not possible diagonally though.)

By this, you can jump over mines, water tiles, from roof to roof, etc.
You cannot jump over most obstacles, because of their height preset, and sadly you won't have much chance to jump from roof to roof on current maps (I haven't found any two buildings this close to each other yet). But the possibility is here.

I have changed the cursor to just show an arrow indicating you are gonna jump over there.

http://s12.postimage.org/6b8dkzru1/Jump1.jpghttp://s12.postimage.org/l8gum052h/Jump2.jpg

Now... shall I try to implement the "long jump"? Jumping over two tiles, and diagonally over one? Smile Smile Smile


-------------------------------------------------------------------------------------------

That is all.

So... shall I send the files to RoWa?
Proper throughout testing is needed still, but so far everything seems to work as intended. If any bugs appear I will try to promptly solve them.

Report message to a moderator

Master Sergeant

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: goc_man Single Click Installers
Next Topic: [Linux] ja2 1.13 linux port (alpha release)
Goto Forum:
  


Current Time: Fri Feb 14 01:27:40 GMT+2 2025

Total time taken to generate the page: 0.01512 seconds