by Anakin S. » Thu Apr 01, 2004 10:43 am
Could I make a suggestion for the custom hitscan puffs? Rather than having one puff for actors and another puff for no blood actors and walls, is it possible to make 3 types of animations for custom hitscans?
1. actors
2. walls
3. actors with NOBLOOD set
This would increase flexibility, allowing us to simulate things such as Strife's effects for creating sparks when striking a robot that don't appear when striking a wall. Actually, these sparks might be the robot's "blood" but since it's difficult to change blood, it could be done with a puff specific for actors with NOBLOOD set.
In Heretic, the dragon claw has one puff for walls and another puff for monsters, regardless of whether NOBLOOD is set or not. In Hexen, the melee weapons have one sound for walls and another sound for hitting actors, regardless of whether NOBLOOD is set or not.
With these three puff types we can make a timon's axe that creates a massive blood splat when hitting opponents without NOBLOOD (just make the actor puff spawn an extra sprite for the blood splat). I think it would enable us to set up animations and sounds that tell the player if he's making a futile effort (knifing a wall in strife) or if he's inflicting damage (sparks upon hitting a robot and/or hexen 2's metal striking sound). What do you think?
Could I make a suggestion for the custom hitscan puffs? Rather than having one puff for actors and another puff for no blood actors and walls, is it possible to make 3 types of animations for custom hitscans?
1. actors
2. walls
3. actors with NOBLOOD set
This would increase flexibility, allowing us to simulate things such as Strife's effects for creating sparks when striking a robot that don't appear when striking a wall. Actually, these sparks might be the robot's "blood" but since it's difficult to change blood, it could be done with a puff specific for actors with NOBLOOD set.
In Heretic, the dragon claw has one puff for walls and another puff for monsters, regardless of whether NOBLOOD is set or not. In Hexen, the melee weapons have one sound for walls and another sound for hitting actors, regardless of whether NOBLOOD is set or not.
With these three puff types we can make a timon's axe that creates a massive blood splat when hitting opponents without NOBLOOD (just make the actor puff spawn an extra sprite for the blood splat). I think it would enable us to set up animations and sounds that tell the player if he's making a futile effort (knifing a wall in strife) or if he's inflicting damage (sparks upon hitting a robot and/or hexen 2's metal striking sound). What do you think?