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Is anyone using the death animations/Severity at all?
Posted: 26 Oct 2006, 03:43
by Snipawolf
I plan on doing quite a lot of stuff using this, is anyone else doing so?
I am planning on normal severity being infantry just falling down, then 150 will have them losing a limb or two, then 200 will guarantee at least 2 parts lost, 250 or more and they will fly through the air as best as scripting can, while losing a couple of limbs.. Then anything more than that and splat..
Posted: 26 Oct 2006, 03:56
by Argh
I am planning death animations in the next version of NanoBlobs. I was planning to put it into 0.6, but ran out've time.
Posted: 26 Oct 2006, 05:52
by SpikedHelmet
Good death animations and explosions probably take as much effort as the rest of the script. That's the only problem. :S
Posted: 26 Oct 2006, 06:41
by Zoombie
I can't wait to see the horrors that Snipa will inflict on his scraming infantry men. If they are HALF as amuzing as the death animatinos in Fallout, then I'm going to be happy playing your mod.
How sophisticated are these death animations, by the way? Very or very not?
Posted: 26 Oct 2006, 07:21
by Das Bruce
Ginta has some death animations, but I'm not sure how good they are yet.
Posted: 26 Oct 2006, 12:15
by rattle
The GINTA infantry spawn a modeled red blob when dying and is probably using the explo generator as well for some red dirt.
Posted: 26 Oct 2006, 13:15
by Snipawolf
Zoombie wrote:I can't wait to see the horrors that Snipa will inflict on his scraming infantry men. If they are HALF as amuzing as the death animatinos in Fallout, then I'm going to be happy playing your mod.
How sophisticated are these death animations, by the way? Very or very not?
Not too sophisticated, just a limb or two popping off and some red bloody explosions.. And that sweet death sound I found.. Or, something, like an arm, or leg.. Them screaming while falling to the ground groping at their leg, or arm..
Depends, I don't think I'll describe all of 'em..
What really limits this is the fact that we don't have ragdolls, or physics, to make them fly a lot easier..

Posted: 28 Oct 2006, 11:27
by KDR_11k
rattle wrote:The GINTA infantry spawn a modeled red blob when dying and is probably using the explo generator as well for some red dirt.
I'm not using the explo generator yet because I never managed to make custom explosions work. The explosions got removed in a later version since they create an explosion sprite that looks out of place.
Buildings collapse and tanks have their turret blown off, though.
Posted: 28 Oct 2006, 15:23
by Caydr
Animations are already too hellish for me to bother with right now. I plan to use it in the future though.
Posted: 28 Oct 2006, 19:55
by Noruas
Id actually like to kbots get damage that shows, like lose an arm at 50% percent health, or show some missing parts, no one has done that yet.
Posted: 28 Oct 2006, 20:06
by Snipawolf
I will
50% health for infantry will show a 50% move speed decrease.. At 30% he will lose a limb

And move speed and accuracy with it..
10% and he can't move/fight..
Posted: 28 Oct 2006, 21:14
by 1v0ry_k1ng
should have a propaganda unit which after a battle can be used to capture all the enemies under 10% health units... only units would attack the 10% units till they were dead not leave them crippled

Posted: 28 Oct 2006, 21:27
by Snipawolf
Or just have a unit run around and capture them,..
Posted: 28 Oct 2006, 21:35
by 1v0ry_k1ng
is there a capture unit?
Posted: 28 Oct 2006, 22:37
by esteroth12
heh... you could do some pretty cool things, esp. with a krog, white base/gaw, and pretty much anytihng else that big
when they are flea-sized, its going to be pretty hard to make it obvious that the unit is doing anything other than dying...
Posted: 29 Oct 2006, 06:31
by KDR_11k
Final Frontier has ships that lose parts as their damage gets greater.
Posted: 29 Oct 2006, 13:39
by rattle
My thopter randomly loses a gun while getting damaged (and the weapon locks up as well) and the rocketlauncher on it when below 25% of health. It's really easy.