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Posted: Sat Jul 26, 2003 5:42 pm
by NeoNight
I was going to post a suggestion for the attacks to use something a little different from jk2’s style but I accidentally closed the browser (by pressing ctrl-w instead of alt-w for a url LOL!) so what I was going to type was deleted it was going to be a long post, I had sat here for like an 1hr or 2 typing that crap. Anyway this is what I had in mind overall though... I think

Have primary fire do vertical/ diagonal up and down, down and up (upward motion) from left to right and right to left strikes, and have secondary (alt-fire) do horizontal/ semi- diagonal strikes, and press the kick button to do kicks. Just pressing the button does a strong knock back kick, pressing it in conjunction with fire or alt-fire does a weaker kick that pushes foes off balance for a split second or defeats a block. Then on top of that being able to alternate between the 3 for combos. Also parrying if you’re going to have a button to press manually for block. Maybe if you press it at the right time you can parry an attack and be able to counter attack. Maybe have the switch ammo button or the adv. function button switch sytles or something?

Jk2’s style of combat would still apply though, like pressing back and fire or alt-fire does a horizontal or vertical attack that covers your back, or pressing right/left and fire or alt-fire to cover your sides. Crouch + forward + fire to do a lunge (trusting stab whatever you want to call it) and maybe hold the fire button to charge the attack and do multiple trust. I mentioned Crouch +forward instead of just forward cause I wanted to suggest that we be able to move while attacking (don’t know if that’s a good idea or not though). Double tap forward + whatever attack to do a leaping strike.

I was going to say that tapping fire does the vertical strike and taping alt-fire does the horizontal strike and continue to tap fire to do different vertical attacks and tap alt-fire to do different horizontal attack or alternate between those two and the kick button for combos... ect . (I had typed out different combos for that setup before I accidentally closed the browser lol) but I don’t know if you guys are going to have the attack animations rotate or something.

How about adding a sort of stamina meter that judges how many consecutive hits you can do with full damage (i.e. a full stamina meter allows you to do stronger hits where as a depleted one makes you do weaker hits, like your attacks use the full power of whatever melee weapon then it gets weaker and weaker by percentage as the meter drains). Also with that an ability to charge your attacks for more damage with a single hit, the more you charge the more stamina it drains, and since your charging the attack it ignores the penalty of draining your stamina. Not to mention little sprite effects to show your charging your attack like the weapon starts glowing or something.

One more thing, when you do the wall dodge and you where still in the air with the a melee weapon you could press fire to do a downward slash while falling. Ok that’s it I think sorry for the long post :oops:

Posted: Sat Jul 26, 2003 6:31 pm
by jb
NeoNight,

thats good stuff but at the moment a bit much. I want to take this slow get the system working...then add to it. Also we want a block key so need to figure out how to do that as well. Currently I was thinking of using the alt fire for the block. Still you had very good points. And thanks for the info!

Posted: Sat Jul 26, 2003 6:44 pm
by Zachariah
to solve the key/bind limitations , why don't you guys just send an 8 button optical mouse to anyone who downloads the mod :D

Posted: Sun Jul 27, 2003 3:38 am
by DarkDragon
Heh, I'd go for that. lol.

Posted: Sun Jul 27, 2003 8:18 pm
by |GoD|Plaguelord|LDR|
That would be kool... I need a new mouse anyways :wink:

I can't wait 4 CUT2 PR2 to be released, the melee weapons look awesome and so does that longbow (drool)

Posted: Mon Jul 28, 2003 3:35 am
by LoQtUS
those weapon models are just place holders. ( Jb please correct me if im wrong.) just waite till the Chaos Modelers get ahold of that code ;) those weapons will be amazing. :)

Posted: Mon Jul 28, 2003 7:16 pm
by Zachariah
are you guys going to have an UNARMED type weapon , so you can punch and pinch. if so , you could allow a person to hold cutter blades as makeshift , brass knuckles . This idea came to me in a dream so humor me if it stinks

Posted: Tue Jul 29, 2003 2:42 am
by R.Flagg
A duck walks into a bar and asks "got any crackers? " Bartender says no. Duck walks out. Duck walks in the next day and asks, "got any crackers?" bar tender says no. Duck walks out. Duck walks in the next day and asks got any crackers? Bar tender says, "I told you yesterday and the day before that no! and if you ask that one more time Ill nail your beak shut!" Duck walks out. Duck comes back the next day and asks, "got any nails?" bartender says no. Duck says "good. Got any crackers?" ...<a href="http://www.s1.hashmirror.com/ftp/pub/mo ... .mpg">.</a>

Posted: Tue Jul 29, 2003 2:49 am
by jeditobe1
R.Flagg {MoO} wrote:A duck walks into a bar and asks "got any crackers? " Bartender says no. Duck walks out. Duck walks in the next day and asks, "got any crackers?" bar tender says no. Duck walks out. Duck walks in the next day and asks got any crackers? Bar tender says, "I told you yesterday and the day before that no! and if you ask that one more time Ill nail your beak shut!" Duck walks out. Duck comes back the next day and asks, "got any nails?" bartender says no. Duck says "good. Got any crackers?" ...<a href="http://www.s1.hashmirror.com/ftp/pub/mo ... .mpg">.</a>
The bartender then grabs the duck by the neck and shouts, "Yeah, i got your quackers right here!"

Btw i notice a link in that "...."

Posted: Tue Jul 29, 2003 7:34 pm
by Shadowstar
One cool thing we could add to melee combat is to revamp the kick into "martial arts attack", which would then use the same melee combat system as the weapons (that is, move-based). The kick would do the same thing it does now, but maybe add some damage to it. Or maybe it only does damage if you pick up a martial arts proficiency relic or something, in which case it should do probably about 15-20 damage per kick.

Then, you could use the martial arts attack no matter what weapon you were holding, thus still having access to melee attacks even without a melee weapon. We could even build on that and extend it to punching and/or the ability to use ANY weapon (yes, even ranged weapons), as a melee weapon. The crossbow looks like it could be deadly if you stabbled someone with it (ever take a look at the front of that thing?), and the cutter obviously looks like some kind of super sword... The claw has been a melee weapon in the past. The RL could be some kind of club-like weapon. Anyway, you wouldn't neccessarily have to make new melee animations for every weapon in the game, just make a generic swing animation and a generic thrust animation, and it should work for any weapon. Of course, using a true melee weapon should do much more damage than, say, smacking someone over the head with a grenade launcher... Still, it could be fun.

Also, I'm for having melee weapons do damage through shields. If we say that the shield physics are based on the same shield physics used in Stargate SG-1 (the Goua'ld energy shield doesn't work on things like thrown knives), it works out. All we have to do is find thier explanation of it and adapt it to chaos for the weapon descriptions...

I really like the idea that there could be lots of different kinds of swords/axes/etc in the game. What a cool way to personalize your character!

Posted: Wed Jul 30, 2003 1:44 am
by DarkDragon
R.Flagg {MoO} wrote:A duck walks into a bar and asks "got any crackers? " Bartender says no. Duck walks out. Duck walks in the next day and asks, "got any crackers?" bar tender says no. Duck walks out. Duck walks in the next day and asks got any crackers? Bar tender says, "I told you yesterday and the day before that no! and if you ask that one more time Ill nail your beak shut!" Duck walks out. Duck comes back the next day and asks, "got any nails?" bartender says no. Duck says "good. Got any crackers?" ...<a href="http://www.s1.hashmirror.com/ftp/pub/mo ... .mpg">.</a>
Why in the heck do you have a link to some movie file in there?

Posted: Wed Jul 30, 2003 7:21 am
by defalc
Shadowstar wrote: - We could even build on that and extend it to punching and/or the ability to use ANY weapon (yes, even ranged weapons), as a melee weapon.

- Also, I'm for having melee weapons do damage through shields. If we say that the shield physics are based on the same shield physics used in Stargate SG-1 (the Goua'ld energy shield doesn't work on things like thrown knives), it works out. All we have to do is find thier explanation of it and adapt it to chaos for the weapon descriptions...

- I really like the idea that there could be lots of different kinds of swords/axes/etc in the game. What a cool way to personalize your character!
- Yeah! Different animations could be incorporate by some things, eg special weapon traits such as a big heavy clubbing motion for the RL, a twirling decapitation with the CUTTER, or ripping an arrow off the crossbow and stabbing someone wwith it, Legolas style. :)

- Yep, that'd work well imho, gives extra incentive to fight melee. The Stargate explanation is that the strength of the shield is inversely proportional to the force applied, I think. So less force applied means a paper-weak shield. That is, bullets have lots of force and bounce of the shield, but the knives don't.

- That would rock. Point blank. :)

Posted: Wed Jul 30, 2003 11:57 am
by jb
errrr who stole my thread?????

:)

Back OT: I have been able to tweak the system a bit more. It now can detect the 4 basic move directions (forward, back, right, left) and will play/launch different attackes based of the direction your moving. We also have (like in JK2) a "stance" or "AttackStrength" var. It has 3 settings (light, medium and Heavy). This var also determines what type of attack your going to launch. Damage also vaires on this var (the stronger the attack the more damage...however the longer that attack takes). Still have some animation kinks to work out..... But its looking better each day....

Posted: Wed Jul 30, 2003 2:02 pm
by Shuri
Will stance require a new keybind, or is it switchammo/AWO/something else?

Posted: Wed Jul 30, 2003 4:45 pm
by jb
Shuriken wrote:Will stance require a new keybind, or is it switchammo/AWO/something else?
No new keybind needed as we will use one of them...AWO probably. However for the first IR it might as I may keep it as a seperate package just to make sure on a few things before I intergrate it...