FOnline Development > 3D Development
Character Animations
Lexx:
The sound is taken from the critter file name. The 3d models are named different, so no sound is played. If I remember correct, you can define the sound for the 3d models somewhere in the files. Haven't touched this since a long time, though.
Luther Blissett:
Does anyone have any idea how the timing of the animation is done? i.e. death before bullet / punch arrives? It's the same against sprite based enemies (if your player is 3D) - you shoot one, and it dies before the gun is raised.
Is this something controlled by the engine, or would animations need pauses putting in them or something? Did this happen with the Van Buren models as well?
Lexx:
Yes, happened with the VB models as well. As far as I know, it's an engine thing-- the targets animation is played as soon as your action is started. You fire your attack right when you click with the mouse and not 1 or 2 seconds later, when the animation is ready.
Johnnybravo:
The best thing you can do is to make projectiles faster. Since the effect is instant it will not affect the gameplay, but will make a little more sense.
I think the good example is rocket launcher - things explodes before even rocket reaches it's destination.
Another option would be to track missiles even after they were launched, this would allow players to dodge rockets (probably not huge issue considering the power of rocket launcher), and do explosion when rocket reaches the place.
It would however be really useful then, if it was possible to attack empty space, and it would be all technically much more complicated.
One more off-topic - is it possible to replace missiles with models as well? It would be the place where improvement would be notable even when zoomed out, because projectile can be visible from more angles that it's sprites are able to cover.
Karpov:
https://www.youtube.com/watch?v=jp9qXMvt3cc
Short clip, burst anim. It could still use some work, and some sound could help , graaaaaahhhwwww!!! ;)
Gotta go, bye
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