Old Takedown Resource?

Scripting questions, discussions, etc
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marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Sun Jun 04, 2017 8:30 pm
Was curious if anyone remembers an old Torquescript resource on takedown animations? I've searched the old site and cant find it anywhere i think i may be searching the wrong thing
Duion
Posts: 813
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon Jun 05, 2017 1:13 pm
Only thing I know was the Taik tactical AI kit, which had takedowns, but it was not a resource, but a commercial addon.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Jun 06, 2017 1:58 am
was that it? i thought there was a forum post somewhere discussing bryces process in making the takedown animations work
Duion
Posts: 813
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Jun 06, 2017 3:19 am
Somewhere there may have been a post, but I do not know the content of all the posts on the old forum out of my head right now ;)
Have you searched everything extensively already? I have a backup from the resources section, but I have not seen any resource regarding takedowns.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Wed Jun 07, 2017 9:56 pm
ive went through all of bryces forum posts and blogs, he talks extensively about it and about what he did but he doesnt explain how he did it. I know how to find out the position of one player relative to another but i dont know how to make both players play the right animation, i have an idea of how to do it but it seems too clunky to me: the way i was thinking it would need to be done would be check animation of the attacking player and send to the server then the server sends an anim prefix with death to the victim player but i dont know whether or not that would be correct
Duion
Posts: 813
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Jun 08, 2017 12:51 am
Just clear your head and think about the easiest way to do it from scratch.

I'm thinking about the new Doom game for example, they solved this issue in their melee attacks by just sucking the player onto the other player when a melee finishing move was pressed, I saw it when some reviewer made fun of it, so it may be stupid but it works.

A takedown would work similar, implement a check if the player is close enough and when the takedown button is pressed, just suck both players into the correct position and then play the according animation.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Thu Jun 08, 2017 11:24 am
yeah i know about fixing the positions that's not the problem, the problem is how to get both players to play the correct animation. For example if attacking player is coming from the left:

Attacking players animation would be: TakeLeftAtt

Victim players animation would be: TakeLeftVic

there will be different animations for when the victim is crouched or when the attacker is crouched.

Im trying to figure out the best way to tell the server to tell the victim player what animation to play in relation to the attacker
Duion
Posts: 813
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Jun 08, 2017 2:57 pm
I would not bother with it and just suck the player into the right position and always play the same animation, other games do it that way as well and they have far bigger budgets and even they did not bother with it.
I would make a takedown from behind animation and always use that, no metter where you come from, just reset the current position and go into take down from behind, done.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Thu Jun 08, 2017 3:20 pm
i think maybe you are gettin confused at my question. The position part i know how to do and have it ready. what i need is a way to tell the other player to play an animation that goes with the takedown animation. so if the attacking player plays takedownattack1 the victim will play takedownvictim1. This is the way its done in most games as far as i am aware, both animations are separate and the characters then play their respective animation due to what happens in game. Battlefield 3 does this, one animation for the attacker a separate animation for the victim both start at the same time and play in sync until the takedown is finished. I know about the moving the players to the correct position and all that its just getting them to play the animation that fits with the takedown that i cant figure out properly.
marauder2k9
Posts: 138
Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Thu Jun 08, 2017 3:29 pm
if u watch this video of watchdogs takedowns it will illustrate what i mean, the players character initiates the takedown, there are a few different types of takedowns sometimes depending on what weapon is equipped and what position the player is relative to the victim. But as u can see the victim plays an animation that goes with the takedown. I was looking for a good way to do that, select a takedown at random and have the victim character play the takedown that goes with it

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