I would imagine it is possible, I mean if you made new animations for an old character it should work just fine, using a different skeleton of course, which entails quite a bit of work for something so simple. But I wouldnt say its pointless, maybe unneeded as it is only important to snipers.
I dont think it is as buggy as others have said in the past, Im sure its a simple fix in the .odf file that would require changing some lines of code to change the camera zoom height, and fire height.
(I could be wrong) but also doesnt the weapon itself have a "hp_fire" point on it?
Re: The MOD/MAP Idea thread
Posted: Wed Dec 09, 2009 10:40 am
by RogueKnight
Battleffront_Conquer wrote:I would imagine it is possible, I mean if you made new animations for an old character it should work just fine, using a different skeleton of course, which entails quite a bit of work for something so simple. But I wouldnt say its pointless, maybe unneeded as it is only important to snipers.
I dont think it is as buggy as others have said in the past, Im sure its a simple fix in the .odf file that would require changing some lines of code to change the camera zoom height, and fire height. Nope, if it were as simple as that, it would already have been done.
(I could be wrong) but also doesnt the weapon itself have a "hp_fire" point on it?
Aman/Pinguin wrote:Me and a friend got the prone anims working once. Full, with move animations and so on.
I don't remember everything, but actually we just replaced the SWBF2 crouch animations with the SWBF1 prone animations.
And you should set some movespeeds a bit slower...looks wierd if you move fast to the left while proning (correct spelling?)
A few problems though, which are AFAIK hardcoded:
When you prone, your shoots will still come out from the default point
If you zoom (as sniper) in prone animation, you will look through the view of the stand animation - very unfair if you hide behind something like a crate, because you can see and shoot other players, but they can't see you
You can't crouch anymore
Some other, but I'm not sure what it was
Re: The MOD/MAP Idea thread
Posted: Wed Dec 09, 2009 12:52 pm
by Battleffront_Conquer
I'll have to check it out
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 8:17 pm
by myers73
Hidden/Spoiler:
[quote="DarthRogueKnight"][quote="Battleffront_Conquer"]I would imagine it is possible, I mean if you made new animations for an old character it should work just fine, using a different skeleton of course, which entails quite a bit of work for something so simple. But I wouldnt say its pointless, maybe unneeded as it is only important to snipers.
I dont think it is as buggy as others have said in the past, Im sure its a simple fix in the .odf file that would require changing some lines of code to change the camera zoom height, and fire height. Nope, if it were as simple as that, it would already have been done.
(I could be wrong) but also doesnt the weapon itself have a "hp_fire" point on it?[/quote]
[quote="Aman/Pinguin"]Me and a friend got the prone anims working once. Full, with move animations and so on.
I don't remember everything, but actually we just replaced the SWBF2 crouch animations with the SWBF1 prone animations.
And you should set some movespeeds a bit slower...looks wierd if you move fast to the left while proning (correct spelling?)
A few problems though, which are AFAIK hardcoded:
[list][*] When you prone, your shoots will still come out from the default point
[*] If you zoom (as sniper) in prone animation, you will look through the view of the stand animation - very unfair if you hide behind something like a crate, because you can see and shoot other players, but they can't see you
[*] You can't crouch anymore
[*] Some other, but I'm not sure what it was[/list][/quote][/quote]
Prone is perfectly possibly, it just uses one of the slots for roll/jump/crouch/walk/run... or... you could also have a secondary melee weapon that uses a crawl animation that doesnt cause damage and when continually pressed keeps crawling forward, this would also solve the problem of shooting while in prone. the only problem i see with this that it is utterly pointless and wont improve gameplay at all, and swbf2 is not a game where you sneak around and be stealthy, its more of a spray and pray type game, which is why it is so awesome and chaotic.
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 8:24 pm
by kinetosimpetus
myers73 wrote:swbf2 is not a game where you sneak around and be stealthy, its more of a spray and pray type game, which is why it is so awesome and chaotic.
nah, more like (mine/det) tag in my online experience.
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 8:28 pm
by myers73
kinetosimpetus wrote:
myers73 wrote:swbf2 is not a game where you sneak around and be stealthy, its more of a spray and pray type game, which is why it is so awesome and chaotic.
nah, more like (mine/det) tag in my online experience.
you sound like someone that plays on JBA too much, try a smaller clan server when there are only 6-10 people in it, like -][c][-CoreCovenant, if you try to rocket you will be r*ped.
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 9:22 pm
by RogueKnight
myers73 wrote:
kinetosimpetus wrote:
myers73 wrote:swbf2 is not a game where you sneak around and be stealthy, its more of a spray and pray type game, which is why it is so awesome and chaotic.
nah, more like (mine/det) tag in my online experience.
you sound like someone that plays on JBA too much, try a smaller clan server when there are only 6-10 people in it, like -][c][-CoreCovenant, if you try to rocket you will be r*ped.
Don't play on CC, its full of stuck up people who think that just because they have the password to a private server, they are better than you and can do what they please.
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 9:42 pm
by myers73
DarthRogueKnight wrote:
Don't play on CC, its full of stuck up people who think that just because they have the password to a private server, they are better than you and can do what they please.
but they are also some of the best people in the game, you cannot deny that. just the fact that everyones kill-to-death ratio is about 1 speaks a lot about how it is tough to get kills there and that everyone there is good
Re: The MOD/MAP Idea thread
Posted: Fri Dec 11, 2009 9:55 pm
by kinetosimpetus
a kdr of 5/5 is the same kdr as 6000000000/6000000000 btw.
a kdr of 1, tells me nothing.
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 12:52 am
by myers73
kinetosimpetus wrote:a kdr of 5/5 is the same kdr as 6000000000/6000000000 btw.
a kdr of 1, tells me nothing.
what is 5 divided by 5?......*thinking*.......*getting closer*........OH! 1
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 1:49 am
by Maveritchell
myers73 wrote:what is 5 divided by 5?......*thinking*.......*getting closer*........OH! 1
Ratio =/= fraction. You are both picking nits, but if you want to be the nit-pickiest, "1:1" represents a ratio while "1" does not.
Now lets hightail it back on topic, please.
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 2:17 am
by myers73
ok, but in most games the kdr is represented by a number in decimal form.
back on topic here, im making a cool side mod! any ideas of which unit types to include? yes this is supposed to sound nooby, i have most of it already planned out.
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 2:40 am
by kinetosimpetus
well, i do need an idea for a CIS minor hero, that would use an underhanded bulldog rlr type gun, but idk anything else about him, but if you know RvB's "Meta" you get the general idea... so any name/model/backup weapon ideas?
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 5:21 am
by mswf
Reskinned boba fett/clone commando with yellow visor and white/blue armor? (or brownish parts)
Re: The MOD/MAP Idea thread
Posted: Sat Dec 12, 2009 10:31 am
by myers73
kinetosimpetus wrote:well, i do need an idea for a CIS minor hero, that would use an underhanded bulldog rlr type gun, but idk anything else about him, but if you know RvB's "Meta" you get the general idea... so any name/model/backup weapon ideas?
Reskin mace windu so that he isnt recognizable, then give him a nice shotty!
Airborne
Posted: Sat Dec 12, 2009 8:39 pm
by wilkos
i have an idea for a map but i dont know anything about modding adn mapping
so if anyonde wants to make this map, i'll be glad
this is the idea:
its a map where the republic deploys a special squad from the 212nd Legion: the Airborne Troopers
who would be the clone sniper's skin with jetpack, and orange; and there are two clases of soldiers, one armed with DC 15 and another one armed with EMP lunchers.
in the other hand, the CIS only deploys super battle droids
the map consists of the clone literally falling from the sky in a CIS outpost in a certain planet
maybe it can be Utapau, the clones spawn in a hangar, like in the game, thats placed high up, and the jump off the edge and fall to a CIS outpost.
for those who dont know them, these are the Airborne Clones
this scene form The Clone Wars: the movie is a concept from my map
Re: Airborne
Posted: Sat Dec 12, 2009 8:42 pm
by myers73
wrong forum for daydreams bucko
Re: Airborne
Posted: Sat Dec 12, 2009 8:45 pm
by Fiodis
wilkos wrote:EMP lunchers.
Re: Airborne
Posted: Sat Dec 12, 2009 8:45 pm
by genaral_mitch
myers73 wrote:wrong forum for daydreams bucko
lol. But you're supposed to put it in the MOD\MAP Idea thread.