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Author Topic: Samurai: Hai!  (Read 17976 times)

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Offline XCess

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Re:Samurai: Hai!
« Reply #45 on: 21 Jun 2005, 04:36:31 »
Quote
Eventhandler Fired is a good start, but instead of using some
modified firing animations (note that you're very limited
with these), you should just use various random switchmove
animations, activated by the eventhandler.

This is what I suggested.. maybe I didn't make myself clear???

Hit detection could be found using nearest object and information from the eventhandlers of both units. Although it probably will be pretty CPU consuming to have all these scripts running all the time.. maybe only have them run when two units are near to each other?
Cross reference the information from fired EH, position and direction and you're starting to get somwhere.

The animations will be a pain in the ass, but that's what you have to deal with to make a TC mod. A lot of pain in the ass.

Corben Dallas

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Re:Samurai: Hai!
« Reply #46 on: 21 Jun 2005, 08:35:57 »
Interesting stuff guys. One thought I have;

The OFP engine automatically detects when something's hit. Does it do so with strokegun, strokehand (or whatever the commands are)?

Also, if OFP auto-detects a weapon hit, then it should be possible to put a tiny invisible weapon in the player's fist, etc? I don't know enough about the technicalities of the engine to know, but there have to be work-arounds that don't involve massive amounts of scripting and such.
« Last Edit: 21 Jun 2005, 08:36:27 by Corben Dallas »

Offline XCess

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Re:Samurai: Hai!
« Reply #47 on: 21 Jun 2005, 14:37:07 »
To get a decent melee combat system you probably will need a lot of scripting. OFP does not detect whther an animation hits something as far as I know. So you're either going to have to cross reference the fired EH of borth units and have a small random chance of hitting or not which can be control by the mission designer or create a bullet object at the tip of your weapon and setPos it around (or maybe setVelocity whenever the fired EH is triggered).

Personally I'd go for option one. It would allow you to implement RPG elements into the game.

Another thought, I was looking at ofpAnim tutorials the other day and noticed you have a floor in the work area... maybe jumps, backflips etc can be implemented for the monks and if you're having them (you really should) ninjas.

Corben Dallas

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Re:Samurai: Hai!
« Reply #48 on: 21 Jun 2005, 15:10:19 »
Gawd, that's a lot of work! Something just working properly as an addon will do to begin with, then get clever later.

Incidentally, ninjas never existed a portrayed, but are a Western/Holloywood invention. There certainly were spies and assassins, but they never wore black, and their swords were not straight, but just cut-down katanas. (I know a guy who's an expert, and visited his teaching clan in Japan).

Have you ever seen someone dressed in black at night..? They stand out as well as if they were wearing white! Dark grey -that's the ticket. :)

Offline Chris Death

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Re:Samurai: Hai!
« Reply #49 on: 21 Jun 2005, 15:58:59 »
lol Corben - it was only you who mentioned black dressed ninjas now   ;D

I've seen yellow/blue/red ones in some movies too  :D

As for the hit-system i got another idea:

like i mentioned before - use the firemodes to switch between
defensive or offensive moves, and set some variables or booleans for the time, while the animation is running.

Now you have at least a reference point, which kind of hits
a unit could defend and which not. This in combination with
getdir and position of the units could make a good hit-detection
system.

Also i'd suggest to not only use fighting anims but to modify
all of the animations.

Then you would have a whole set of free animations: the
crouching ones, as they weren't needed in your style of mod.

Maybe you could turn those then into some kickboxing anims  ;)
(off course not kickboxing, but you know what i mean)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Corben Dallas

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Re:Samurai: Hai!
« Reply #50 on: 21 Jun 2005, 18:53:53 »
Good ideas. The main difficulty at the moment is getting someone to create a peasant who can weild a stick and hit. Got Viper on it - very enthusiastic guy - but I don't have the faintest idea about anims and such, nor the time to learn, as I've started a new job and am having to work long hours. (Was off last week, hence many posts).

I think once it gets going, some new animns to kneel, etc., would be great.

XIII

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Re:Samurai: Hai!
« Reply #51 on: 22 Jun 2005, 07:53:29 »
Yes it will. ( I'm Viper btw )
I'm currently doing the peasant, and i'm checking out the Bayonets and stuff, to see how's it working. Maybe get something from that.
Animations won't be such a problem.
And the stick won't be either.

-Viper

Corben Dallas

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Re:Samurai: Hai!
« Reply #52 on: 22 Jun 2005, 10:56:01 »
Can't wait to see it in action. 8)

XIII

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Re:Samurai: Hai!
« Reply #53 on: 22 Jun 2005, 12:03:24 »
[offtopicmode] I'm also currently learning how to make islands. That could be helpful.[/offtopicmode]

We really need Islands. I mean, have you ever seen, brick wall houses, lamp posts and hard roads, in the Ancient Japan? ;)

-Viper

Offline supershooter

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Re:Samurai: Hai!
« Reply #54 on: 22 Jun 2005, 16:59:02 »
Hi

Quote
We really need Islands. I mean, have you ever seen, brick wall houses, lamp posts and hard roads, in the Ancient Japan?

Good point. I think it'd be great to have the proper authentic atmosphere whilst slicing and dicing.

Maybe some new buildings (dojos?) where you do all your moves. Like in the films, an arena type building for deathamtches or summit.

-supershooter

(I'm no good with Oxygen but I could beta-test........ ;))


Corben Dallas

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Re:Samurai: Hai!
« Reply #55 on: 22 Jun 2005, 18:15:17 »
Well, remember there aren't going to be any really cool moves, to begin with at least.  First basic fighting and weapons (and it will be basic) then the objects, landscape and atmoshpere.

Albeit there will be limitations at first, and the fighting will never be like Tenchu or similar, but that's not what OFP is about. I'd think of it as an Ancient Japanese war sim that you fight in: not so big on the war sim as in gigantic battles, but far more interesting because you're 'in there' with one-to-one/one-to-many combat.

I'll get some more pages sorted out on the blog site asap - URL below - so we're not going off topic here all the time. (not fair on OFPEC's bandwidth and goodwill).

Edit: Go to the OFP:AJ site below and post a message, and I'll get back to you via there.
« Last Edit: 22 Jun 2005, 19:47:23 by Corben Dallas »

Lean Bear

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Re:Samurai: Hai!
« Reply #56 on: 23 Jun 2005, 15:38:39 »
If I remember correctly, the BOH mod had done about 70% of an island - we could use that as a basis when its finished.

From the pics I've seen, there appears to be Japanese vegetation that you'd expect as well as other objects unique to Japan which would really help the mod look more realistic.

About the fighting system - I don't think it will be too much of a problem ;)

Offline XCess

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Re:Samurai: Hai!
« Reply #57 on: 23 Jun 2005, 16:18:53 »
@Lean Bear - You talking about a one attack style fighting system or a more complex one like me and Chris Death were talking about?

Lean Bear

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Re:Samurai: Hai!
« Reply #58 on: 23 Jun 2005, 18:53:42 »
Heck no, man. :P

The one I use is pretty complex - it doesn't use collision detection or anything and is based around EHs.

Its still in beta stages though.


Offline XCess

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Re:Samurai: Hai!
« Reply #59 on: 23 Jun 2005, 22:20:40 »
The one me and CD were talking about is based around EHs   ::)