Anyone Working on Prone?
Posted: Thu Apr 13, 2006 3:40 pm
Has anyone made progress on getting prone back? I don't know much about modeling, but here is how I see it.
Each stance in modeled into the unit right? Each unit has a stand, jump, and crouch state as well as walk, run, and roll animations. The view angles and transistions between prone and the other states are coded into the odf, so one may assume the units also have a prone state.
In order to get the player to enter this state, we would only need to define a key or rename another state, such as crouch, to prone in the units' model.
The Jedi have custom states and things about key bindings. Has anyone who has created a new Jedi with different moves looked into putting in a prone?
If anyone is intrested, the file which loads and sets the player's key bindings is: ifs_opt_pccontrols.lua
Each stance in modeled into the unit right? Each unit has a stand, jump, and crouch state as well as walk, run, and roll animations. The view angles and transistions between prone and the other states are coded into the odf, so one may assume the units also have a prone state.
In order to get the player to enter this state, we would only need to define a key or rename another state, such as crouch, to prone in the units' model.
The Jedi have custom states and things about key bindings. Has anyone who has created a new Jedi with different moves looked into putting in a prone?
If anyone is intrested, the file which loads and sets the player's key bindings is: ifs_opt_pccontrols.lua