Animation ideas
This is a page for brainstorming. |
This page contains information that is out of date. |
This is a place for the discussion and implementation of animation and melee profile changes. Too much of this stuff happens in Yahoo and is forgotten about. :)
Characters
Barabus
BGI
Comguys
Radio Saber
Give Comguys this move (the gif makes it seem like it has a short reach, but it doesn't) as a heavy kick, using the "Radio Saber!" attack sound. Gumby 13:07, 23 May 2009 (UTC)
- I like this idea. --Iritscen 20:06, 23 May 2009 (UTC)
Civilians
Elites
Furies
Konoko
Mukade
Muro
Mutant Muro
Ninjas
Snipers
Startled Animation
Any way we could stop them (and possibly maybe anyone else) from firing while started? They are trained mercenaries, this shouldn't happen...Gumby 13:15, 23 May 2009 (UTC)
- They're just very high-strung mercenaries. Okay I guess I agree with you, but it's gonna hurt if we fix that, and first shots with the Bow are always accurate. I like getting a warning shot so I have time to take cover before the next one. --Iritscen 20:06, 23 May 2009 (UTC)
Strikers
Tankers
Fw+Kick Throw combo
The Fw+kick throw comboing into fw+kick and fw+punch in the beta_combat you sent me was pretty awesome. Keep it. :) Gumby 13:12, 23 May 2009 (UTC)
TCTF
TCTF SWAT
Thugs
I'm going to come out and say it right now: Thugs suck. Badly. Its not an animation thing, its a melee profile thing. They just have poor AI, probably done on purpose. Not fighting well is one thing...but when you can lie on the ground in front of them and watch them run and run and run into you without using a ground attack, something is wrong, IMO. Gumby 13:17, 23 May 2009 (UTC)
- I think that Thugs are appropriately bad at fighting. The only thing that does bother me is their lack of ability to use a ground attack. Continuously running into your supine body is pretty lame. --Iritscen 20:06, 23 May 2009 (UTC)
Mechanics
Aiming screens
The shoulder joints of males look awkward for rifle aiming, and more generally extreme aiming angles look funky. This could be fixed by editing or adding keyframes in the aiming screen TRAM; however, there is still no reasonable pipeline for that. --geyser 05:22, 22 September 2008 (CEST)
- Another issue is that KONRIF side rolls use an aiming screen. On one hand, it allows her to keep shooting while in the middle of a roll, which is cool. On the other, the weapon stays upright when aiming and rotates 360° through Konoko's fist, which is uncool (of course, it only shows up in slowmo and/or side view). There is no solution apart from disabling the aiming screen on KONRIF side rolls. --geyser 05:22, 22 September 2008 (CEST)
Getups
Knockdowns
Loser, would it be possible to link a roll animation to the falling backwards animations? (For rolling recoveries). Gumby 18:51, 23 May 2009 (UTC)
- I second that, it sounds like a cool idea to at least try out, although I wonder if the AI could use such a move if it were added. --Iritscen 20:06, 23 May 2009 (UTC)
Sprinting with rifle/pistol
Maybe TRAM files accept combined variant flag. If they do we could disable aiming for them. Then we have nice rif/pis sprint moves. --paradox-01 (talk) 18:42, 24 April 2013 (CEST)
DL here. :D Fixes also Konoko's TRAM artifacts in her core TRAC. --paradox-01 (talk) 21:01, 24 April 2013 (CEST)