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Posted: Sat Jan 03, 2004 7:48 pm
by TKATK
read the topic /\
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Posted: Sat Jan 03, 2004 10:54 pm
by jb
just wanted to let you know at some time (soon) we will look over this thread and see if there is something that we need to do with melee...then adjust it

Posted: Sat Jan 03, 2004 11:05 pm
by TKATK
you could should change the powerups in duel,tho it hasnt been mentioned YET
Posted: Sun Jan 04, 2004 4:08 am
by NeoNight
oh oh oh good before its to late, uh um uh uh uh crap can't think of anything all of a sudden.........................
oh ragdoll effects that occur depending on how the person got killed, like if you were killed with a downward swing using the hammer your character would get slammed onto the floor. If it was a swing going side ways your character would be knocked back going uh side ways...
another is 2 differen't types of duel online and duel offline (only difference is maybe certain limitations that have to do with online play won't be a problem in offline play )
and uh attacks for wall dodge, double jumping side ways... ect
Posted: Mon Jan 05, 2004 7:42 pm
by Shadowstar
Well, it was a side-view game, but didn't really scroll. You just kinda stayed on one screen and tried to chop the other guy to bits in front of the king or chief or whatever.
I think I remember a game called Gladiator too, it used stick-figure guys didnt it? That was a pretty early one.
Ideas
Posted: Sun Jan 11, 2004 9:03 am
by WH00T
i have several ideas, one of them is for a melee weapon so i decided to post these ideas here.
1. A chainsaw. 'nuff said.
2. Portable walls, kinda like the ones on unreal 2 xmp where you place metal posts which automatically make a wall in between themselves.
3. Some bowling-ball sized weapon which you chuck at a wall. It would move really slowly at first but it would also bounce off walls and it would gain speed with each bounce. damage inflicted to whoever gets hit with it would be proportional to the speed at which the ball is travelling at, of course.
4. Little projectors that make decoy holograms of whoever launched them. I got this idea from a buggy counter-strike map, these things would make great distractions.
5. "Chaos Bullets" - projectiles that would randomly zig and zag and change directions.
6. An adrenaline combo that speeds up all your melee attack animations.
7. A gun that randomly fires as any different weapon whenever you pull the trigger.
Thats all i can think of for now. Let me know what you think.
Posted: Sun Jan 11, 2004 1:58 pm
by TKATK
hmm,guns,portable walls,chaos bullets arent melle
Chainsaws???this is CHAOS not scarface,this mod is too good for chainsaws imo
theyve got most of the weps made/thought up already(i mean ranged,melle can always use new ones)
the balls dont seem chaos enuff and would require a ton of scripts/cpu usage,atleast i think so
btw portable walls were in UT2awakening single player already
my thought
Slasher-A metal hilt like the bastard swords,and off it a blade with many curves and notches,made out of something like plasma,i mean like for example UT2's laser fence's lines
Posted: Tue Jan 13, 2004 12:01 am
by BIGFOOT_PI
Not only that- but this thread is for MELEE SUGGESTIONS only- hardly ANY of that (WHOOT's suggestions) was melee related.
Posted: Thu Jan 15, 2004 9:26 am
by NeoNight
I was wondering about blocking and making it a lil more useful. Well notice how sometimes when you are idle your weapon collides with your enemies weapon even if you are not attacking? Well I was wondering if its possible to make it so that the code only checks to see if weapons come in contact when both parties (or all parties if their are multiple fighters) are swinging or if one party is blocking?
Posted: Thu Jan 15, 2004 11:55 am
by TKATK
blocking is great already imo,aim at the enemy wep,block,collide,and hit him while hė tried to wrestle the block
Posted: Thu Jan 15, 2004 2:22 pm
by jb
NeoNight wrote:I was wondering about blocking and making it a lil more useful. Well notice how sometimes when you attack your weapon collides with your enemies weapon even if they are not attacking? Well I was wondering if its possible to make it so that the code only checks to see if weapons come in contact when both parties (or all parties if their are multiple fighters) are swinging or if one party is blocking?
Yeap you do get a lot of blocked attacks that way even if they are not trying to block you. We can look into this as well.
Posted: Thu Jan 15, 2004 7:19 pm
by Shadowstar
IMO, an idle weapon should not block. A block should only occur when attacking (parry) or blocking. Plus maybe we should have animations for getting blocked. For instance, if you get blocked, your weapon arm gets pushed away a bit. This should also allow for a smoother transition back to the idle animation.
Posted: Thu Jan 15, 2004 9:08 pm
by NeoNight
Shadowstar wrote:IMO, an idle weapon should not block. A block should only occur when attacking (parry) or blocking. Plus maybe we should have animations for getting blocked. For instance, if you get blocked, your weapon arm gets pushed away a bit. This should also allow for a smoother transition back to the idle animation.
^ yeah exactly

Posted: Sat Jan 17, 2004 1:10 am
by ReKleSS
Aww... but I like standing there and just using the idle animations to block :p especially that swinging animation
Posted: Sat Jan 17, 2004 1:42 am
by elpollodiablo
you know what would be awesome? if the death animations made the body walk for a couple more steps and then just crumple if you get a headshot and the person is moving
doubt itd be possible though...
and chainsaws kick ass.