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FPSC Classic Product Chat / More weapon animations

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Bugsy
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Joined: 24th Nov 2008
Location: another place in time
Posted: 3rd Jan 2010 04:56
well, I was wondering if a mod has this feature, or it is possible in a mod. if so, how.

basically, extra weapon animations for sprinting vs walking, and jumping. could this be done?

also- jumping would still play if the player was moving in the air.



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Bigsnake
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Joined: 7th Apr 2009
Location: England
Posted: 3rd Jan 2010 05:46
Quote: "extra weapon animations for sprinting"


Im starting a new mod acturly cause SNAKEMOD didnt turn out so well, l8er on today im gunna start learning some more dark basic pro stuff so maybe I could add this to a TO DO list

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Bugsy
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Posted: 3rd Jan 2010 20:11
great to hear. I was wondering for a parkour game.



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Metal Devil123
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Location: Suomi, Finland
Posted: 3rd Jan 2010 20:31
You parkour? Me too (if you mean, that you do)!

Bugsy
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Posted: 3rd Jan 2010 20:52
yup. I dreamed the other night, of a scene with a character. he had EAI hands, (with much more animations, I might add) and he was doing parkour on some roofs. and it was in FPSC. the hands had sprinting anims, jumping (arm windmill) anims, standing anims (they weren't on screen) and the default punching anim, for fighting. there was wall running (possible in FPSC) there was wallscaling (definately possible)

also, there was a player body, which I know is easy to add extra animations if the character has other animations.

maybe double jumping and jump distance adjustment too. that'd be cool. and momentum.



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CoffeeGrunt
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Location: England
Posted: 3rd Jan 2010 21:11
But double jumping is physically impossible...

Metal Devil123
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Location: Suomi, Finland
Posted: 3rd Jan 2010 21:29
Well, douple jumping would not be so good for a realistic game, but a bounce from a wall would be awesome. Like a douple jump, but from a wall. And I once did a douple jump, but I didn't go any higher and it looked stupid. And I did it on schoolyard...

Bugsy
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Posted: 3rd Jan 2010 21:29
nuh uh!

lemme teach you

1: jump

2: plant your foot on a firm, supportive air molecule

3: jump again.

==========================================
this has been a tutorial on double jumping
==========================================


just kidding. It could represent coil jumping in mirror's edge, or reality for that matter. momentum on landing would be slowed, but the player would clear a greater distance and height.



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Metal Devil123
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Posted: 3rd Jan 2010 21:33
lolled at your instuctions!

Bigsnake
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Location: England
Posted: 3rd Jan 2010 22:16
Quote: "1: jump

2: plant your foot on a firm, supportive air molecule

3: jump again."


4. Fall and break your face

http://image.fps-files.com/images/42SIG.jpg[/img]
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
CoffeeGrunt
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Posted: 3rd Jan 2010 22:22
5. Call 999

Although double jumping is pretty fun in Team Fortress 2 though, and makes for great manoeuvrability...

Bugsy
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Posted: 4th Jan 2010 04:15
exactly where I got it from. a good game could be made where you basically move the same way as the scout and fight hand to hand. maybe grab a pistol now and again. using RPG mod commands, rifles and machine guns could slow you down so you can't jump much at all.



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I want to make scripts
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Posted: 4th Jan 2010 14:25
Hey I do Parkour too XD,wouldn't it be cool if you could do a front flip or backflip? Or vault obstacles, or even run roll on the ground after you jumped from a high spot in FPSC?
Bugsy
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Posted: 4th Jan 2010 16:24
umm... well the best Ideas start out small. if movement momentum, and extra weapon anims can be worked out, we'll go from there.



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Metal Devil123
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Posted: 4th Jan 2010 17:53
Front and back flips wouldn't be so necessary, but ukemi (roll, that's what they call it here) would be cool.

Bugsy
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Posted: 4th Jan 2010 21:03
meh. we should get the basics down first. momentum run, and extra hand animations is the most important.



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