the "mutate kick" comand dont works to me.. someon

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WeaponHunter
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the "mutate kick" comand dont works to me.. someon

Post by WeaponHunter »

topic says...

someone has some ideas about that?


thanks in advance
jeditobe1
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Post by jeditobe1 »

its not animated, and a sound will only play on a successful kick (when you contact something).

Try getting close to a superweapon or powerup and kicking. It should move aways a bit and you should hear a punting sound.
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DJPaul2

Post by DJPaul2 »

Chaotic dudes, why not add a kick animation? You'd just need a .ukx (or whatever they are), and in the mutator use the ModifyPlayer() function to do a Pawn.LinkAnim('chaos_kick_anim') and do that.

You'd only have to make the kick anim name very unique, but other than that, I don't see why not.
Zachariah
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Post by Zachariah »

That would pose large problems with all the custom models and skeletons out there , It could cause the anim to not look right on many models, but If you guys can figure it out , I'd love to see it...
DJPaul2

Post by DJPaul2 »

Pepito wrote:That would pose large problems with all the custom models and skeletons out there , It could cause the anim to not look right on many models, but If you guys can figure it out , I'd love to see it...
If we presume leg bones use standard names (as they should), I think (can't recall the function) you can check to see if a bone exists or not. Then if it don't find the leg bone, don't load the kick animation and so on.
Corvus|CL
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Post by Corvus|CL »

Maybe it is possible to add a kick anim but it would only make sense if the player would stand still while kicking because it would look very odd when the kickanim is played while the player is running...
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Shadowstar
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Post by Shadowstar »

Unless it was a cool, martial-arts style jumpkick or something. Then it wouldn't matter if the player was moving...

The trick would be timing the actual kick to the animation. The kick couldn't occur the instant you pushed the kick key, it would have to happen about a second or so after you pushed the key, at the point when the foot is at the apex of its kick.

Do it that way, and I think it would work great. Plus it would be a nice way for us to do some experimentation in working out the kinks of our melee system. If we can get the kick anims to work right, making the melee should be a cinch.
jb
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Post by jb »

The issues we have with the melee are a matter of timing and current phyics. For example when you are jumping the melee animations lock the botton torso. However a double jump does not. Its a neat idea that we could look into. It would only show up in the 3rd view however..ie so you could see them kick you unless of course you go into 3rd view....
Jb
Shadowstar
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Post by Shadowstar »

One option may be to revamp the kick entirely into a martial arts skill and allow it to cause damage as well, and then make it only available in melee mode. So, you'd have your normal melee attacks, and then hitting the kick key would perform a martial arts move. Since most people would be in 3rd person view when using melee, it would work out.
WeaponHunter
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Post by WeaponHunter »

i just thinking... can you make an ape-escape-style puncher to replace the invisible kick?

this dont needs a player animation but a weapon animation :)
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