View Full Version : Animations, other ideas (not guns)

18th Feb 2000, 11:46 PM
Hello cruel world!

I'm a newbie who ACTUALLY read the roadmap. /infopop/emoticons/icon_smile.gif I'm also a refugee from HL and CS, and I realized that UT has a FAR superior net-code than HL (it lets me still play on a 33.6 connection).

Now, one of the things I like more about Inf. is it's premise: a Realistic Military Experience. CS was hostage rescue, and you can't just get people to be good CT's and rescue hos's intead of going for the kill... Ugh. That and morons/egomaniacs in the development and gameplayer communities turned me away. I think that Inf. has a real chance to be something special, because you can make it more realistic than CS 'might' have been.

One of the problems, however, are the movement and animations of players/bots in the game. Flipping sideways over a cliff while firing your Robar at the hip and getting an instant headshot at 50m (happened to me in CTF_Lavamap) kinda makes you think if it's realistic or not....

What needs to be done is to fix the movement and animations of charecters from a 3rd-person view. I don't know how hard animations are to do in UT, but i think that at least having the model shouldering it's weapon at all times would be bad-ass looking. The stuff from RS would be a great example, even if it's a so-so game. Also, jumping needs to be toned-down a hell of alot, even setting air control to 20% won't cut it online. Jumping should have a significant delay in interval, say .5 secs between jumps. I remember being able to escape snipers in CS and Inf. by jumping repeatedly while strafing out of their view, not very realistic at all.

Jumpboots also need to be removed, but I think they should perhaps be replaced with another 'item', like binoculars are an item. Jumpboots need to have a good replacement, and i think it should be a grapple/rappel device. It would be realistic, for instance only one hand for rappeling (Aussie style) and none for climbing. It would have a ballistic path similar to the translocator's, but much faster. This would be a great addition on a bridge-type map.

Well, I've left a few ideas, so post back if ya want, to tell me how feasible the ideas are. I think the grapple/rappel would'nt be terribly hard, but the animations would be from what i've heard...

If ignorance is bliss, why are'nt more people happy?

[This message has been edited by FabulousRex (edited 02-18-2000).]

19th Feb 2000, 04:38 AM
And you read the roadmap eh? =) When the new character models are added, this won't be a problem.

Repelling animations for 1st person will be downright impossible at the moment.

19th Feb 2000, 06:39 AM
Oops, I did'nt take into account that part. I musta thought that the new models will just be models and that's it. Just make sure ya fix the movements, that's all. /infopop/emoticons\icon_wink.gif

As far as the animations in 1st person for rappeling, your hands are out of your view while rappeling anyways, so all you would need is a one-handed weapon out in front whilst you make your descent.

BTW, it's RAPPELING! I'm not angry, it's just that I was in a course with Pararescue from the Air Force, and the 1st thing they taught about Rappeling is to spell it right /infopop/emoticons/icon_smile.gif One guy forgot, so they said he must be REPELING people, so they made him stand outside in the rain to wash his REPELENT odor off...

[This message has been edited by FabulousRex (edited 02-19-2000).]

19th Feb 2000, 08:18 AM
Rope is damn near impossible to do from code. I suppose we *could* do it, but it would take a long time to get right. Goes in the "extra time" file, which is probably as good as File 13.

20th Feb 2000, 02:21 AM
well, they had that near useless grappling hook mod for UT. Making that line behave like real rope would be suicide, along with adding a hook...

20th Feb 2000, 02:22 AM
That's OK then. I suppose 3.0 will be bad-ass enough with all these things you're adding. Though I still think fighting with the M4a1 will be an exercise in key-binding, with a flashlight; lasersight; scope; and m203. When that sucker comes out, I'll be very interested in how you get it to work efficiently /infopop/emoticons\icon_wink.gif

If ignorance is bliss, why are'nt more people happy?

Zero 0
20th Feb 2000, 11:52 PM
Well ummm in Unreal U4E made a grappling hook....why cant it be done in UT???? im confused,,,

21st Feb 2000, 03:31 AM
a realistic grappling hook?

One that has a rope that behaves correctly?
Witha hook on the end that will grasp ledges properly? Have you any idea how hard it is to use one in real life anyway? Without falling to your doom? And why would you need one? Can I have any more questions? NO!
You wouldnt need one, since it would comprimise level designers ideas. Also getting rope to get the right length would prob bea pain in the ass. I'm still wondering how theyre going to program tripwires.

21st Feb 2000, 04:09 AM
This post was NOT about the grapple originally, it was just a side idea. If it can't be done, so be it. I can also think of many other crazy ideas that have no chance of being in the game; like miniguns. Or maybe a tactical nuke! Perhaps a gun that fires spinning razor-sharp discs, or biological sludge!

I mean come on, I got flamed alot on CS forums for the slightest innacuarracy. I'm just making suggestions.

21st Feb 2000, 04:52 AM
Our tripwire is the special invisible kind /infopop/emoticons\icon_wink.gif

21st Feb 2000, 04:13 PM
I'd also love a rope to decent with, and don't care that much about a scaling option. We could make maps with it in mind, and a no rope in this map option.
Then the coders arrive and my trip is game over! /infopop/emoticons\icon_wink.gif

21st Feb 2000, 06:54 PM
jeez, invisible trip wires...thats gonna be a pain in the butt.

22nd Feb 2000, 11:02 PM
Yeah, you know us...always going the extra mile!