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Re: New Animations Firing from Pistol[message #296357] Fri, 06 January 2012 12:21 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Hey, how about some (not too over the top) John Woo style spins for those final shoulder shots? Bet you can come up with something special for groin shots too. Wink

Re: New Animations Firing from Pistol[message #296358] Fri, 06 January 2012 12:37 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
dunno,i again have not much time for animations.I was also thinking,if Merc is standing and he aims/his rifle is ready,why dont when he want goes to crouch position,he still will have his rifle ready?
Re: New Animations Firing from Pistol[message #296361] Fri, 06 January 2012 13:53 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Fits the idea of "walking with weapon raised", however, this mainly aims at making walking useful while crouching is already useful per se. So when thinking about further penalties that would apply I doubt it's a good idea balance-wise.
Re: New Animations Firing from Pistol[message #296388] Sat, 07 January 2012 01:03 Go to previous messageGo to next message
Czert

 
Messages:106
Registered:August 2007
It will be posible to code and make animations for cuting throat from behind ? You know, you sneak behind enemy, he doesnt know your presence, is careless, watching wrong diretion, you will put your knife....and simply slash Sad.
I will love to see to moveing to silence hi smouth and then nice knife move. Even if this action will take more Ap to perform.
Re: New Animations Firing from Pistol[message #297040] Fri, 20 January 2012 18:36 Go to previous messageGo to next message
RyoSaeba
Messages:8
Registered:August 2009
Just postin' here 'cause the file was hosted on megaupload, but because of recent mmmm... events, the file is longer avalaible, so if someone would be king enough to re-upload it, I'd be grateful Smile.

EDIT : Oh and also :
-do the use of these new animations require a new game or can I continue my save ?
-not sure if the OP is up-to-date about implemented animations so did the shotgun reload animation was added ?

Thanks.

[Updated on: Fri, 20 January 2012 21:53] by Moderator

Re: New Animations Firing from Pistol[message #297282] Thu, 26 January 2012 18:44 Go to previous messageGo to next message
RyoSaeba
Messages:8
Registered:August 2009
So ... any fellow member who'd be willing to reupload the file for my poor soul ? :'(
Re: New Animations Firing from Pistol[message #297317] Fri, 27 January 2012 07:38 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
RyoSaeba

-do the use of these new animations require a new game or can I continue my save ?
-not sure if the OP is up-to-date about implemented animations so did the shotgun reload animation was added ?


1)No,it doesn't require
2)No,shotgun reloading is not completed.

RyoSaeba
So ... any fellow member who'd be willing to reupload the file for my poor soul ? :'(


Do you want all animations that i created?


P.S: I really dont have time for animations right now,i dont know when i will resume making animations
Re: New Animations Firing from Pistol[message #297335] Fri, 27 January 2012 14:27 Go to previous messageGo to next message
RyoSaeba
Messages:8
Registered:August 2009
Oh sorry, my bad, I thought the link in the OP was a pack of all your finished animations so you just had to re-upload one file. In that case don't bother yourself to reupload all of them, I'll just wait Wink.

And thanks for answerin', have a nice day !
Re: New Animations Firing from Pistol[message #297390] Sat, 28 January 2012 18:04 Go to previous messageGo to next message
Miller

 
Messages:12
Registered:January 2010
Location: Romania/Israel
Megauploads hit the dust... mind uploading this again? Also some previews... all this JA Online testing made me reinstall JA2 again...
Re: New Animations Firing from Pistol[message #297414] Sun, 29 January 2012 05:27 Go to previous messageGo to next message
Carver

 
Messages:15
Registered:December 2010
Location: Deep South
I also would like a reupload.
Great work.
Re: New Animations Firing from Pistol[message #297610] Thu, 02 February 2012 08:48 Go to previous messageGo to next message
Victor Tadeu

 
Messages:35
Registered:February 2010
Location: Brazil
Hey, guys... Is everything all right with this thread? I cant see any of the animations!
Re: New Animations Firing from Pistol[message #297742] Fri, 03 February 2012 12:26 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Another death suggestion. Getting mauled by a bloodcat can be painful, right? And gory! Maybe modify the regular animations, add a split open chest or something?

Re: New Animations Firing from Pistol[message #297966] Mon, 06 February 2012 12:56 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
im very busy recently,cant make new anims
Re: New Animations Firing from Pistol[message #297980] Mon, 06 February 2012 16:11 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Just something for the future plans list.

Re: New Animations Firing from Pistol[message #297985] Mon, 06 February 2012 17:26 Go to previous messageGo to next message
derek

 
Messages:151
Registered:April 2010
Ahmmm...

Megaupload is "closed" by US District Court... so, you can't download new anims
Re: New Animations Firing from Pistol[message #298365] Fri, 10 February 2012 07:23 Go to previous messageGo to next message
Victor Tadeu

 
Messages:35
Registered:February 2010
Location: Brazil
So... can someone upload it again?
Re: New Animations Firing from Pistol[message #299303] Sat, 18 February 2012 08:09 Go to previous messageGo to next message
Torres

 
Messages:181
Registered:June 2010
Location: Canary Islands
yes please I've switched from JA BiA to 1.13 again and Id really love some animations : )
Re: New Animations Firing from Pistol[message #300397] Mon, 27 February 2012 06:20 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
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? Very Happy

[Updated on: Mon, 27 February 2012 06:31] by Moderator

Re: New Animations Firing from Pistol[message #301109] Tue, 06 March 2012 10:02 Go to previous messageGo to next message
UlrichVonBek

 
Messages:21
Registered:March 2012
Over at No Mutants Allowed they have made some excellent new critters and animations for Fallout 1 and 2. The graphic style seems very similar to JA 2. I'm wondering whether it's the same process, cos if it is the world is an oyster when it comes to making new anims. I may have to teach myself.
New Animations Im Alive![message #302196] Thu, 22 March 2012 17:01 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
im Alive! Very Happy

what have i missed?

[Updated on: Thu, 22 March 2012 17:03] by Moderator

Re: New Animations Im Alive![message #302208] Thu, 22 March 2012 19:26 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Hah ! Get back to work soldier !! Very Happy


Re: New Animations Im Alive![message #302226] Fri, 23 March 2012 01:20 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
well i have exams very soon and if i will pass,i will be available for summer,right now i cant do animations,but i asked Sandro to implement a long time completed animation - Prone Bandaging,i hope he will do something with it Wink

[Updated on: Fri, 23 March 2012 01:20] by Moderator

Re: New Animations Im Alive![message #302227] Fri, 23 March 2012 01:23 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
I may, but it will probably take a long time.


Re: New Animations Im Alive![message #302229] Fri, 23 March 2012 01:26 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
we are not forcing you Sandro,take your time Wink but i really want to see it in few weeks
Re: New Animations Im Alive![message #302233] Fri, 23 March 2012 01:42 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
No. I didn't even say I will make it, and you already tell me in what time?
You can forget about it.


Re: New Animations Im Alive![message #302234] Fri, 23 March 2012 01:47 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
sorry,im just being unpatient lately.Take your time,your choice make it or not
New Animation:Defibrillation[message #303100] Mon, 09 April 2012 18:04 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
Okay,i was playing Left 4 Dead 2 and i was using defibrillator there,which revived my pals there.So i came with an idea of defibrillation,i really want to make animation for it and want someone to code it,of course give it some advantages and disavantages like defibrillation success chance,limited amount of defibrillation usage etc.

So,what do you guys think about it?

[Updated on: Mon, 09 April 2012 18:05] by Moderator

Re: New Animation:Defibrillation[message #303105] Mon, 09 April 2012 19:21 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
I think it would be nice to have that animation in game. I would probably enjoy the feature if it were added.
But:
What would it do, exactly? Would it revive dead mercs (i.e. mercs with current health =< 0 and a skull instead of their portrait) or would it just "heal" (and/or bandage) badly wounded mercs?
And what would happen if you used it on a merc that is just slightly wounded? It can't be healthy, getting zapped with that thing.

But as I've said, I'd like it. If it is possible to implement. But I don't want to say "go ahead and make the animation", when I don't know a thing about coding.
Re: New Animation:Defibrillation[message #303106] Mon, 09 April 2012 19:24 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
You might set some kind of counter (say, a handful turns after death) where a Doctor may revive your. A bit like BiA, but harder.

Hanakin
And what would happen if you used it on a merc that is just slightly wounded? It can't be healthy, getting zapped with that thing.
And this, reminded me of the infamous medic circles of BF2 Very Happy


Re: New Animation:Defibrillation[message #303108] Mon, 09 April 2012 20:08 Go to previous messageGo to next message
Flugente

 
Messages:3160
Registered:April 2009
Location: Germany
Reviving a merc would need a lot of additional changes. Currently almost nothing about the previous soldier is stored in a corpse (I know that, because I had that problem when creating zombies).

In order to really revive merc with all stats, personality etc., do that, you'd need to store all the information that define a merc (that should be revived) in some new place.


Re: New Animation:Defibrillation[message #303122] Tue, 10 April 2012 04:37 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
DepressivesBrot
the 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.

Flugente
Currently 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. Smile
Re: New Animation:Defibrillation[message #303130] Tue, 10 April 2012 07:43 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
well many things has to be included,like if Merc got killed thru Headshot,then Revive chance halfed!Also Merc can die thru grenade,if you guys know,when Regular male dies because of grenade,there is a chance he will cover in flames and there will be no body.And i think if merc got revived,he should stay either in pre-dying state or have small amount of HP and be very seriously wounded.
Re: New Animation:Defibrillation[message #303951] Thu, 26 April 2012 23:48 Go to previous messageGo to next message
Fragnifico

 
Messages:23
Registered:April 2012
where can i download the new animations?
Re: New Animation:Defibrillation[message #304035] Sun, 29 April 2012 20:40 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Don't think it's even started yet , lotsa work for little reward .


Re: New Animation:Defibrillation[message #304046] Sun, 29 April 2012 22:47 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
actually i dont get any reward.Its exams time,so no time for animations.If everything goes well with exams,i will make animations with this order:


Throwing knife in sitting position
Injection(along with Icon)
Defibrilation
"Picking/dragging up someone" animation
and i will complete unfinished animations,which are:

Reloading
Katana wielding,slashing
Martial art standing and kick for female
Grenade throwing in prone
Shooting RPG in prone
and other,which i cant remember

So yeah,i hope i will have spare time,wait for these animations
Re: New Animations[message #304180] Wed, 02 May 2012 16:28 Go to previous messageGo to next message
gmtash
Messages:2
Registered:May 2012
The link is long dead. Could you reupload all the anims, please?
Re: New Animations[message #304181] Wed, 02 May 2012 16:38 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
All the completed anims are in the game as far as I'm aware.


Re: New Animations[message #304184] Wed, 02 May 2012 17:12 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
GMTAsh
The link is long dead. Could you reupload all the anims, please?


yep,haven't updated it since January i guess,some new animations has to be renamed in Data-1.13/Anims.Just remove last .bak in the end of animation name and there will be updated animation in game.
Re: New Animations[message #304188] Wed, 02 May 2012 19:31 Go to previous messageGo to next message
gmtash
Messages:2
Registered:May 2012
PasHancock
yep,haven't updated it since January i guess,some new animations has to be renamed in Data-1.13/Anims.Just remove last .bak in the end of animation name and there will be updated animation in game.


I'm using the latest stable release (4870) and I don't have the anims. Does that mean I have to download the latest SVN? I tried some time ago, but honestly, very slow upload on the server side Sad.
Re: New Animations[message #304191] Wed, 02 May 2012 20:09 Go to previous messageGo to previous message
DepressivesBrot

 
Messages:3773
Registered:July 2009
Get Tais' SCI then. And it's not so much about the upload, copying tons of small and even tiny files always takes way longer than a single large one, even from disk to disk.


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