FLYING ANIMATIONS!

FLYING ANIMATIONS!

Requests for features in the spring code.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

FLYING ANIMATIONS!

Post by Snipawolf »

FOR PEOPLE THROWN THROUGH THE AIR..


It is SOOO FUCKEN BORING to see some dude flying through the air with his hands on his rifle at the alert state..

I WANT SOMETHING THAT SAYS "YOU ARE FLYING! FLAIL YOUR FUCKEN ARMS AROUND!!!"

lol..

This post brought to you by an extremely sugar-hyped snipa...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Use HitByWeaponID
manored
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Post by manored »

Yeah things get a little weird then stuff are lauched far in the air. I remember once that a small kbot (dont remember wich) was flying in an almost horizontal tragetory and was hit and destroyed in air by the shot of a armed mex of mine. Since they are never that accurate or that fast, it was quite weird :)
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Neddie
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Post by Neddie »

There is something hardcore when a flying Maverick fails to flail as he hits a Wind Gen.
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Snipawolf
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Post by Snipawolf »

FLOZi wrote:Use HitByWeaponID
this won't quite cut it.

My mortars throw infantry one helluva long distance, sometimes. But other times, they get thrown almost nowheres...

So, could I get it to check if he is still flying through the air? Or, what.. I don't think it would look good to have him flailing around, while lying on the ground, unless dying...
Andrej
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Joined: 13 Aug 2006, 18:55

Post by Andrej »

Am i doin it rite?
get PIECE_Y(desu) - get GROUND_HEIGHT(get PIECE_XZ(desu) > x
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

use get PRINT to check if one of the groundheight checks changes when the unit is flying, hopefully one will.
manored
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Post by manored »

Wouldnt a bomb strong enough to lauch someone sky high reduce a human to small pieces of burned meat before lauching him sky high? :)
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theHive
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Post by theHive »

manored wrote:Wouldnt a bomb strong enough to lauch someone sky high reduce a human to small pieces of burned meat before lauching him sky high? :)
unless it's a space marine!
manored
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Post by manored »

In that case there would be no gravit to pull in back down right? So he flying like he was walking would be perfectly feasible... :)
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KDR_11k
Game Developer
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Post by KDR_11k »

Space Marines aren't necessarily in zero G.
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Zpock
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Post by Zpock »

Try using something like this:


if(get PIECE_Y(XXX) - get GROUND_HEIGHT(get PIECE_XZ(XXX)) > THRESHOLD);
{
wave arms code here
}

Where XXX is some suitable piece and TRESHOLD is some suitable number.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

How about doing the physics calculations in a more artificial and comical way and allowing it to be user defined as well?

- partially interactable curve which the (mobile) target will travel along (length, angle of climb)
- user defined min or max speed/accel.
- either fixed fall damage, percentual based on weapon damage or based on impact strength
- model stays either upright or uses the angle based on 2 points on the curve (i.e. position-1 and position+1)

Animations such as unit spinning in the air, wiggling limbs, etcetera can be done by script, basically what zpock said.
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Snipawolf
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Post by Snipawolf »

Infantry can climb up mountains, and when hit by nades, they fly low and far :|
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