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Re: Exciting new feature for Renegade's multiplayer [message #267904 is a reply to message #267888] |
Thu, 21 June 2007 18:34 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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I think RP2 did this with the dual handguns you do a animation for a short whyle?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: Exciting new feature for Renegade's multiplayer [message #267916 is a reply to message #267895] |
Thu, 21 June 2007 20:21 |
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Jerad2142
Messages: 3812 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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nopol10 wrote on Thu, 21 June 2007 18:43 | Nice, but the animations are a bit choppy.
This is the script you have been working on not so long ago right?
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Choppy animations are the recorder, the game started to lag the second I started fraps, they play fine other wise (not that I am a good animator for people though).
Viking wrote on Thu, 21 June 2007 19:34 | I think RP2 did this with the dual handguns you do a animation for a short whyle?
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Renegade will only play the first frame of the animation, so I made the first frame holding the guns out. This new script will force the animation to go through and play all the frames (it is also using a script that detects when you fire the gun, and also sends a custom when you reload).
Oh ya, the script also works for taunts.
And there is no fram limitation to the script either, the only thing that is a limitation is that you can not move or shot after the animation starts, and there is NO way to correct this under the system I am using.
Visit Jerad's deer sweat shop
[Updated on: Thu, 21 June 2007 20:32] Report message to a moderator
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Re: Exciting new feature for Renegade's multiplayer [message #267951 is a reply to message #267888] |
Thu, 21 June 2007 22:55 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Yeah that would suck anus if you could not move when fireing...
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: Exciting new feature for Renegade's multiplayer [message #268174 is a reply to message #267888] |
Fri, 22 June 2007 12:28 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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As far as I'm aware, you can't break the skeleton into too portions. There for, when you have an animation playing for swinging a sword around, and you were to walk while this was happening, you would end up with the characters feet sliding across the ground.
This would be why the character's position becomes locked while "firing"?
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