Walking key/command
Sadly no It is possible to "walk" on the spot though, its a much requested feature dont worry.
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Shame about that. Saves me some embarrassment though. As for it being a much requested feature, I did use the search function but no matches. I'm beginning to think that the search funtion is useless.
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I'm beginning to think that the search funtion is useless.
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That is correct too By much requested feature i dont mean its suggested often as a suggestion by itself, just that a lot of people have said they would like the option whether it be for roleplay or whatever.
@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!
Yeah, +1 to walk please! Someone SHOULD suggest this.
However, it is unlikely that we will get a walking emote. Because it is apparently hard to make it work and look convincing with our ability to adjust our sizes.
I'm not concerned whether something is hard for the devs, i'm concerned whether it's worthwhile investing time in X project over Y project.
If it turns out the devs can make something cooler, flashy and that players will enjoy, then go for that option. If not, what better to do than make a walking emote? (besides develop future issues)
The reason walking doesn't work is because the speed at which we move is actually like another power in COH :/ which kinda sucks. but in actual fact "walk" is already a power in game next time your in game type [walk] and the power will show it debuffs the characters travel speed to a walking pace.
I guess it would just be a case of allowing players to use it :/ can't see it being that hard.
Slowing down a run speed is not walking. You still do the 'run animation' as far as i'm aware.
They need to invent a walk animation, that makes you walk, and at the speed of a walk.
As far as i knew it was what zone NPC's used and the correct animation is already attached to the power but thats assumption. Either way you look at it the animation is in game too so i cant imagine it being that hard to connect them.
You're exactly right :P
The devs should just make walk a power given to every new character, and existing.
Zone NPCs have a much narrower range of leg lengths than player characters, which is the problem - an animation that works fine for zone NPCs isn't so hot when applied to 8' hulking brutes and 3' goth pixies.
DCUO and CO will never see my money. The Citygame will keep seeing my money for as long as I keep enjoying it

Well i assume animations working are based on what body parts are being made to do the moving. As long as as each body part is assigned it's proper name and the animation tells it to move as such, shouldn't it scale for every kind of character?
I don't understand much about the way animating character models (or anything) works, but i was just taking a guess, so i'm not sure.
Sure, but a walk animation that looks right on someone three feet tall will look wrong (for the same walking speed) for someone eight feet tall.
DCUO and CO will never see my money. The Citygame will keep seeing my money for as long as I keep enjoying it

Not necessarily, like i said, AS FAR AS I KNOW (not sure in other words) Animations can be designed to tell the distinguished part of a character model's body to move in a certain way.
So if it does use a formula, this of which is still speculation by me, commanding the leg part of a 3 foot tall character model to move in a certain way, could perfectly scale to a character 8 foot tall.
I have just seen the ghost of scrapyard walk by with his army of scrapyarders, I have to say the walk animation looks fine on him, and he's a very tall fellow indeed!
The animation ran slightly slower for him than his minions, so it looked natural.
So Tall's fine, just need to find a tiny npc to strut a walk for us
Good, anymore help in confirming animation compatability would be great.
I told u animations could scale perfectly!
Actually the animation is calculated or stretched as you might say to fit the size. For example a large/tall character has a slower animation for the same speed as someone with a small body type has a quicker animation. The animation is the same but adjusted per body type automatically.
I would assume this goes the same for the walk animation.
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So Tall's fine, just need to find a tiny npc to strut a walk for us
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baby time?
@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!
We also need a swagger walk, and a skiping one too, I think - it's very important for PvP
@Golden Girl
City of Heroes comics and artwork
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So Tall's fine, just need to find a tiny npc to strut a walk for us
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baby time?
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He moves freakily, must be a bad example
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
the baby is a great example as things get smaller they move faster in CoH so when you take the basic run animation to the extreme of the baby size you get his weird run.
To elaborate why not. (this was discussed in detail in the past by persons actually into animating. Check out that thread if you want the technical reasons why this won 't happen).
If you look at the characters running now then you notice that longer people seem to run slow while the dwarves seem to zip along. If you do this with walking, things are getting even worse. The walking speed will remain the same despite the length of the legs. Which makes the shorties walk at running speeds.
Then there is the problem of how long it takes to make a step and how much distance is supposed to be covered in a single step. Meaning that for shorter legs, they will be 'gliding' further then the step they take. With longer legs it is the opposite. They will 'slide' back with each step.
It would look utterly silly and immersion breaking in the extreme.
The only way to do it, imo, is to let players walk at different speeds according to the length of their legs. Requiring more data to be processed resulting in more lag and cpu time required. Plus a lot of programming for a simple looking animation.
I'll wait for an engine upgrade thank you very much.
That was kind of my point the smaller a character gets the more bizarre there movement looks
First off I'll just say that this is such a nooby question that I can't actually believe I'm asking it, then I had to decide whether or not to put it in the Player Questions or New Player sections.
I was looking up flight poses (now I have a character who can fly.. had fun buzzing around Atlas last night!) and someone suggested binding the preferred flight pose emote to Shift+W so you tap shift when you fly forward (got a pose and autorun binded to R already)
Anyway the use of Shift got me wondering, in other MMO's while the default character movement is running you have a key (I've always used Shift.. now you see my thought process!) which causes them to walk (I don't want to run everywhere all the time) but I couldn't for the life of me find the option for it in the key config.
Does CoX have a walk function (I don't recall anyone strolling about)? Is it in the key config and I'm simply going blind?