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FLYING ANIMATIONS!
Posted: 17 Jul 2007, 21:36
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...
Posted: 17 Jul 2007, 22:26
by FLOZi
Use HitByWeaponID
Posted: 17 Jul 2007, 22:38
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 :)
Posted: 17 Jul 2007, 22:51
by Neddie
There is something hardcore when a flying Maverick fails to flail as he hits a Wind Gen.
Posted: 17 Jul 2007, 22:59
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...
Posted: 17 Jul 2007, 23:16
by Andrej
Am i doin it rite?
get PIECE_Y(desu) - get GROUND_HEIGHT(get PIECE_XZ(desu) > x
Posted: 17 Jul 2007, 23:16
by FLOZi
use get PRINT to check if one of the groundheight checks changes when the unit is flying, hopefully one will.
Posted: 18 Jul 2007, 03:10
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? :)
Posted: 18 Jul 2007, 10:42
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!
Posted: 18 Jul 2007, 18:29
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... :)
Posted: 18 Jul 2007, 19:57
by KDR_11k
Space Marines aren't necessarily in zero G.
Posted: 18 Jul 2007, 22:46
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.
Posted: 19 Jul 2007, 21:17
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.
Posted: 19 Jul 2007, 21:54
by Snipawolf
Infantry can climb up mountains, and when hit by nades, they fly low and far
