Locational damage & animations -1 reply

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Hewster

WildWest Creator

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26th October 2002

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#1 14 years ago

Oh yeah...

As some of you know I've been creating some new player model animations, and in the process I've found that there are some locational pain animations already avalible in the standard player models... what I mean is there are animations that show things like pain from a shoulder hit / leg hit / groin hit ect.

However as any RtCW fan will know, you dont see any pain animations in RtCW, mainly due to the fact that there is no "locatiobal damage" detected within the game.

Soooo.. I've had a look at the code3arena's code for locational damage for QuakeIII, and although is good, it not exactly what we need.. but using this code as a starting point I've created my own code for loactional damage & linked it to the unused pain animations.. and I'm pleased to say I've go it working (not 100% yet) :D :D :D

What this means to players is that, for example, when you shoot a players arm, you will see the hit player react to the shot in a realistic way.. and when on fire they wave their arms around, as though trying to put the flames out. :D :D

I'm very excited about this, and I'm sure its really gona add to the fun of the mod :)

I'll keep ya posted

Hewster




Capt. Queeg

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13th June 2003

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#2 14 years ago

That is very, very cool! And distinct! Well done!




Guest

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#3 14 years ago

You rock!!! That sort of ties in with your idea of stronger impacts when getting shot. Have you ever played Kingpin? When a player gets torched, they make these hillarious sounds. I'll try to send you the wav files.




Hewster

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#4 14 years ago
Gringo StarrYou rock!!! That sort of ties in with your idea of stronger impacts when getting shot. Have you ever played Kingpin? When a player gets torched, they make these hillarious sounds. I'll try to send you the wav files.

Yep, this is a major leap in the right direction (severe puns intended ;) ) to enabling better visualisations of bullet hits on the players.

mm yeah.. good point I should add some "hurting" sounds :) I think I can sort those out without robbing from another game though ( don't wana upset anybody )

I've made a little vid of the current state of this new technique this in action.. you will need the DivX5.05 codec, available here: http://www.divx.com/divx/

grab the avi here (560 Kb) http://webperso.easyconnect.fr/bandito/misc/locational_damage1.zip

hehe

Hewster




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#5 14 years ago

That is crazy looking!!!! I can't wait. I hope it doesn't delay shooting back after you get hit though.




Hewster

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#6 14 years ago
Gringo StarrThat is crazy looking!!!! I can't wait. I hope it doesn't delay shooting back after you get hit though.

nope.. it simply blends to the normal fire animation when ya fire.. although the view change when your hit is now exaggerated more, and you get a reduction in accuracy (as though you had turned quickly)...you may notice from the vid that there is a knock-back when you are hit now too....previously you would only notice this if you were hit while off the ground... this is directly related to the damaged received.. ie a Henry knocks you more than a colt ect.

I've also, as I think I mentioned before, made bullet damage decrease over distance, and it is now impossible to get a head shot when your target is over a certain distance. (adjustable). I've not decided on weather to make all close-up head-shots instant death yet....These new settings effect all bullet weapons, apart from the musket & mounted gatling gun.

Hopefully these adjustments will further reduce our "Henry snipers" & enable more of the close quarter action we all enjoy :)

I too can't wait to test all this new stuff, and get all the necessary adjustments finely tuned :D

Hewster




Capt. Queeg

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#7 14 years ago

Oh, man! I don't really know what I was expecting, but WOW! Huey, that is simply incredible. I've watched it like 15-20 times now. That is amazing! Have you tested with the person in a permanent crouching position? You keep this up and your going to have to call this 2.0 not 1.4. In fact, I think you've reached that point. This (with the guns and sound) is more than a simply a minor update to the system. Give your self credit! I mean WOW!




El Dragon

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25th June 2003

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#8 14 years ago

Wow Hewster, I'm greatly impressed :dropsjaw: :eek: :dropsjaw: :eek: :dropsjaw: :eek: :dropsjaw: As to the flame motions and sounds I think you'll find them in the single player section of RtCW (2 types of flame screams i believe)




Hewster

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#9 14 years ago

Thanks for the "wow" replies :D I think its pretty cool too.. hehe

I'll check out those screams from SP, but I would like to have completely original ones (I believe the SP media is under separate EULA, as it was developed by a different company) Perhaps I need to find someone I don't like, cover them with some fuel & record the result.. lol < joke (obviously)

Or .. I guess I could try and get permission from the relevant company.. now there's an idea :)

Hewster




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#10 14 years ago

While you're doing animations, how about replacing the knife with a bull whip? I don't know about the technical challenges with registering damage from that type of weapon. But if you made an invisible bullet that had no effect past 10 feet or so, and had reduced effect under that.... Like I said, I have no clue, but maybe you could describe any technical challenges associated with it. I really think it would hook more players. How awesome would that be? (I know I'm not the first to have the idea either, if that wasn't clear above)