FLYING ANIMATIONS!
Moderator: Moderators
FLYING ANIMATIONS!
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...
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...
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 :)
this won't quite cut it.FLOZi wrote:Use HitByWeaponID
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...
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.
- 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.