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Re: New Animations Firing from Pistol[message #300397]
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Mon, 27 February 2012 06:20
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Hancoooooock! Stand still, soldier. Receive my infinite gratitude, soldier. Get back to work, soldier.
Man, I just love the pistol animation. Definitely awesome. Just realized again how much awesome we have in that game. Had an enemy sneaking up on me through water. He pointed his gun at Len using the ubercool two-handed pistol stance. Len ubercool'd back at him because he saw him and wwwwiped his face off the Earth by krrracking him with a .40cal shot. One good hit and the guy dove face-down into the muddy pool. Bam pa-pam! I am so loving this game. And that's why I love you for contributing to it. And everybody who does but I can't hug everybody all the time, I need to refill my mojo bar every once in a while.
Now we need a way of putting both animations in the game. I would want some big mercs like Bull to shoot pistols from one hand. And a separate aiming stance for aiming at very low targets (unconscious enemies in front of you) because it would look baller. Baem, dead, merc still looking down, gun smoking. Would be pretty awesometastic for Reaper and the likes.
Ah, yes, I love this community.
Edit: There should be another way for people to get to see your animation. Renaming a backup file you have to find first isn't quite proper. Yours should get a different name. If the two animations can't coexist next to each other, there should be a means of selecting which version to use in an *.ini file. Sandro, where art thou?
[Updated on: Mon, 27 February 2012 06:31] by Moderator Report message to a moderator
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Re: New Animation:Defibrillation[message #303122]
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Tue, 10 April 2012 04:37
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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DepressivesBrotthe infamous medic circles of BF2 Lol. This reminds me of a Wikia question I've read that was horribly written, approximately "can u rly reviv with curent". The answer was "Yes, absolutely!" and I pissed myself laughing.
That said, reviving would have great potential as a JA2 element. Not as in L4D2 though, especially not with the 50% health buffer. Or the zombies. But it would actually allow for an extension of the current life / death concept.
I like Brot's suggestion of counting down turns or real-time minutes after death to set a time frame in which you can undo a fatal hit.
I would have suggested adding yet another status, an extended dying status. Not dying as in "patch me up quickly" but really "actually dead but still revivable". I'd indicate this by a blinking merc portrait and it would not directly be linked to the merc's health. Low health might increase the chance of someone dying but even someone with full health might enter that stage when being shocked by an electric trap for instance. Actually, I'd love to see people being electrocuted. Apart from that this means you'd need to take care of both the bleeding and the heart stoppage. And that would be really cool.
This all must of course be based on randomness. Everything's random and I love the randomness that is JA2. Just like in "real life", shocking someone does not guarantee he's coming back to life. Nor does dying mean you won't miss your boat over the river Styx, you might just as well come back after some spasms.
I'm very interested in everything that prolongs the life of mercs without making them invincible. I always hate it if a lucky headshot instantly kills one of my peeps even when they're in cover. I'd like at least some insurance. And instead of making headshots less lethal or giving my men a thousand hit points, I'd love a certain transition towards death in the way of fainting, being out of combat but not lost forever. JA2 only covers that area by making people bleed to death. I thought about a softie mode in which your mercs don't die in one shot. If the damage dealt was less than their health +50%, for instance, they don't die instantly but enter a dying stage and get critical stat loss in exchange. I thought about saving them via surgery. But a defib would really add a nice touch.
FlugenteCurrently almost nothing about the previous soldier is stored in a corpse That's the problem though. I think this would be a large project. But to avoid this specific problem I'd leave corpses corpses and use defibs on live mercs slash militia with a "needs defib" tag. But even without thinking about corpse mechanics, this is a large change if it gets done properly.
I love your idea, Pasha. If you start dabbling around with it, I'd be eager to see some first sketches.
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Re: New Animations[message #304203]
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Wed, 02 May 2012 22:14
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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[color:#FF0000]Priority[/color]
I was also thinking to make a new thread as soon as i will continue my work,but right now,i just want to know,what animation you want me to make 1st,2nd,3rd?Choose 3 of these
i will also say my own opinion about priority of animation
Throwing knife in sitting position - [color:#FF0000]High[/color]
Injection,and injecting others(along with Icon) - [color:#009900]Low[/color]
Defibrilation - [color:#FF0000]High[/color]
"Picking/dragging up someone" animation - [color:#009900]Low[/color]
Reloading - [color:#009900]Low[/color]
Katana wielding,slashing - [color:#33FF33]Very Low[/color]
Martial art standing and kick for female - [color:#FFFF00]Medium[/color]
Grenade throwing in prone - [color:#FF0000]High[/color]
Shooting RPG in prone - [color:#009900]Low[/color]
New grass,textures(didnt tried to make new textures,but i can try) - [color:#009900]Low[/color]-[color:#FFFF00]Medium[/color]
so,what animations i should do 1st,2nd and 3rd as soon as i will return? Please tell me,that would be very useful!
[Updated on: Wed, 02 May 2012 22:16] by Moderator Report message to a moderator
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First Sergeant
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