Ladder Animations
BOZO
Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
<div class="IPBDescription">Explain Please</div> I don’t know much about coding or mapping but I am assuming that there is a func_ladder type thing in worldcraft, yes? Over my many years of Half-life playing I have yet to see any animation for players climbing down ladders, why? Coding problems? DoD code's so it so it hides your weapon when on func_ladder, couldn't you code it to play an animation too? Just wanted to know.
Comments
Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
would NS be more popular if marines look like nazis?
Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
would NS be more popular if marines look like nazis? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Umm... Ollj? That's not the issue he's talking about. At all. At least save the flames for someone deserving of them if you're going to use them at all...
Actually having player animations for climbing ladders wouldn't be all <i>that</i> difficult to implement in itself... but you have to also keep in mind how impossible it'd be to make it look right. Every ladder would have to be identical for one, which is really asking a lot of level designers, and the varying heights of ladders and the resulting need of an animation for getting off the ladder would complicate things further. Players can also turn around on ladders, and stop at any point, etc. etc. It's just not something you can get to look right without restricting movement - have to face one way, for example (which is annoying as hell), and so even with the added time and effort of code and animation for the ladder climbing it'd look about as wrong in the end. Not much gain for all the extra work.
what the hell are you talking about?
Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
would NS be more popular if marines look like nazis? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The DoD team has less than 15 members.
Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
would NS be more popular if marines look like nazis? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The DoD team has less than 15 members. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
pwn
1 upwards motion animaton
1 downwards motion animation
1 animation for climbing up off the ladder
1 animation for lettting go when you reach the bottom
Then you'd need to disable firing while on the ladder, and moving your view around doesn't affect the actual facing of the model. You could go further by having the head pivot by way of a bone controller, to indicate which way you're looking, but that isn't necessary. Any attempts to move sideways would do nothing, you can only go up and down. For ladders that are not perfectly upright you could use a pitch value in the func_ladder.
It won't look perfect, but it would look passable considering this is a five year old engine.
since I first saw an onos climbing a ladder I lost my faith. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
btw this is one of the most annoying things in natural selection: player sizes!
I cant even imagine why the ns team decided to let some players use ways in maps that are optical not passable for them. worst thing ever seen (beneath onos climbing a small ladder) was an fade crouching through an airduct. U werent able to see his head!
But this is a bad thing for mapping purposes as well. Cann anybody tell me the unit sizes of the different player types? I think a crouching marine is as high as an skulk, making a JP secure hive impossible without additional triggers and func.
If this would be fixed some days NS will be more tactical. Imagine: Onos can only use wide hallsways, if u want to use alternate routes u have to stay a skulk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
32 32 72 <-standing human & fade (is there a crouched onos? why the onos gets narrower i don't know, its an alien!)
64 64 108 <-standing onos
32 32 36 <- skunks, gorges, crouched human, lerks, crouched fade
But it doesnt explain why the hell the proggers thought that and ladder climbing onos would be a great idea... and the reason "because at some spots the onos would eventually get stuck." is a mapping related "problem". I think onos should stay at the ground. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> And thats why the onos wont need any ladder animations <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
@Yamazaki: That is exactly what I wanted to post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You could make realistic looking ladder animations in Halflife, you'd just need:
1 upwards motion animaton
1 downwards motion animation
1 animation for climbing up off the ladder
1 animation for lettting go when you reach the bottom
Then you'd need to disable firing while on the ladder, and moving your view around doesn't affect the actual facing of the model. You could go further by having the head pivot by way of a bone controller, to indicate which way you're looking, but that isn't necessary. Any attempts to move sideways would do nothing, you can only go up and down. For ladders that are not perfectly upright you could use a pitch value in the func_ladder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Did you know NS has no backwards running animation? So maybe one climb animation is sufficient.
The head could be turned independently from the body btw. This is possible in Half-Life. And for the orientation: Flayra coded this new model orientation code for the skulks. That could be used here. FINISHED!
Maybe it is really not that hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->