To avoided a bad case of feature creep best practice would be to stick with vanilla 4.2 animations for basic combat but for self improvement game types like Jumping and ICY anything goes.
An idea I've been tinkering with is building a puppeteer system using 2D blend spaces that could be controlled by mouse input or scripting key binds so that players can create their own move combos when moving from point A to point B while in the air.
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Rolling
#12
Posted 28 January 2016 - 12:43 AM
Frankie V, on 27 January 2016 - 11:47 PM, said:
but for self improvement game types like Jumping and ICY anything goes.
Hi FrankieV, does this means that FS is considering to create for jumpmode special movements which are not available in fragmodes?
This in combination with special jump playermodels (a year or 2 ago you replied on a post of mine, that you were considering special jump models since you can have more models in urtHD than in urt4.x. I think it was as answer on something i said about why jumpers have the same frag suits as fraggers, and why jumpers dont have some leisure suits without knives and so (~ kind of a non violent, or children mode?)
For jumpmode sliding/powersliding could look much different, if you dont need to have to shoot, you might put both hands on the ground. As example. Maybe walljmuping could be with some elbow kick, idk.
Is FS thinking along the lines of special jumpmodels and moves?
Special clothes wouldnt be to hard :)
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