HOLY BLEEP! Rikti War Zone Practice Dummies...


BackAlleyBrawler

 

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Ehem. ^ Evil Person ^

Also:

Quote:
Originally Posted by BackAlleyBrawler View Post
Unfortunately, no. The spawn points for those objects are actually in the ceiling.

They should be flagged as non-selectable/targettable now to avoid any confusion about them.
That sucks. I wish you could offset the hit box or something and make em' wobble a little bit when they got hit. And then let us add em' into our bases.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Unfortunately, no. The spawn points for those objects are actually in the ceiling.

They should be flagged as non-selectable/targettable now to avoid any confusion about them.
Can you guys change it so the spawn point is just below the ceiling? >.>

If it ends up with them looking like they're floating in air, just add geometry to the ceiling right where the spawn point is to close the gap!


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Quote:
Originally Posted by BackAlleyBrawler View Post
Which useful fixes for animation issues would you be referring to again?
I was referring more to bugged powers rather than animations, but the mez animation bug is kind of annoying.


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Which useful fixes for animation issues would you be referring to again?
BaB's, I know it's nothing really, but this is one of those things that when I see, I cringe because it's almost perfect:

The new Heroic punches for SS Tanks. The punches themselves are perfect, just that there are some parts of the bodies move/don't move in the correct way when throwing the punches. (Believe me, I used to use the same exact punches daily for work... >.>)

When throwing a punch, the leg on the opposite side of the body should extend forward to spring off with a more powerful looking punch.

Example: When throwing a right jab, the left leg should extend forward to push off of. Like in Baseball: if a pitcher throws righty, he would extend with the left leg to put more power behind the throw.

Also, for the animation for the left jab, the punch extends perfectly. The only thing I see is that the pull back from the punch is way to quick, even for a super hero. I think the pull back might be faster than the punch. Personally, I think the pull back should be a bit slower, maybe even a half a second more. From my mindset, if I was in a "brawl" and throwing a left jab, the pull back would be slower so I could see what kind of blow to deliver next. Sometimes a jab like that is a stunner, so if I don't need to waste the energy to throw another jab, I'd be taking it slow, looking if it's time to deliver a bigger finishing blow to end it.

Aside from that, everything looks perfect :P


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Unfortunately, no. The spawn points for those objects are actually in the ceiling.

They should be flagged as non-selectable/targettable now to avoid any confusion about them.
Thank Jeebus! It's bad enough having the civilians and objects in mayhems come up when tabbing or activating a power. I don't need more crap to auto-target


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Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Unfortunately, no. The spawn points for those objects are actually in the ceiling.

They should be flagged as non-selectable/targettable now to avoid any confusion about them.
Last night on live I noticed that while I couldn't target the firing range paper silhouette targets, my fire imps ran over there and were attacking the nearest one (rightmost near target) while I was talking to Serpent drummer.

They couldn't damage it, but I also noticed that there was a standard police pistol sort of target scoring rings on it, which was only visible when the imp's fiery effects were actively lighting it up. (This is a dark silhouette, normally solid, the light rings only visible as above.) I'm not sure what combination of graphics settings I was on; I normally run fairly high, but had done a zombie invasion recently and may have turned it down.


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Can you guys change it so the spawn point is just below the ceiling? >.>

If it ends up with them looking like they're floating in air, just add geometry to the ceiling right where the spawn point is to close the gap!
It could be done, but that goes from me being able to do something in a couple of hours of downtime (ala training dummies), to at least 3 other people having to do something; one Environment artist changing the models, and a world designer moving the spawn points for those things...and then me making adjustments to the targeting reticle and adding hit reactions.


 

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Quote:
Originally Posted by macskull View Post
I was referring more to bugged powers rather than animations, but the mez animation bug is kind of annoying.
That bug is actually a code problem. It's being looked into. Nothing has changed with the power defs or with the animation sequencers, the system has just stopped passing all of the statebits down the pipe that it needs to play the correct mez animation (freezes, sleeps, etc) and instead is only getting the bit to play the stun animation.


 

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Chilling Embrace animation also changed since last patch. It used to be the "spread arms a bit and concentrate" one, but now it's a "grrr!" one.

I've got a friend telling me that Rise of the Phoenix animation changed as well.

I hope it's a bug, and I wonder if it's related to the code bug above.


 

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oww yeees! wobble action!

That should be entertaining for a couple of hours at lest. Must put that in my notes for things to try later.


 

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I took my En/En blaster to RWZ and it's oddly amusing to hit them with an area attack power like Energy Torrent or Explosive Blast; you can make several of them wobble not just the target.


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Posted

Quote:
Originally Posted by Miuramir View Post
Last night on live I noticed that while I couldn't target the firing range paper silhouette targets, my fire imps ran over there and were attacking the nearest one (rightmost near target) while I was talking to Serpent drummer.

They couldn't damage it, but I also noticed that there was a standard police pistol sort of target scoring rings on it, which was only visible when the imp's fiery effects were actively lighting it up. (This is a dark silhouette, normally solid, the light rings only visible as above.) I'm not sure what combination of graphics settings I was on; I normally run fairly high, but had done a zombie invasion recently and may have turned it down.
That's kind of funny -- I always assumed that since I couldn't target them, they were simply decorative and part of the map geometry, not actual entities.

The one on the far left (on Pinnacle at the moment anyway, don't know if they're randomized) has the rings visible under normal light. I did notice that these targets are affected by AoE -- freezing rain put the "chilled" animation on them.

You mentioned the imps, so I summoned my animated stone over by them and sure enough, he started going to town on one. Even managed to stun it, heh. It had the dazed circles right over the 'head' part of the outline.

By targeting my pet and using auto-assist, I was able to fire off powers on it. Ice Blast, Fossilize, etc all worked. Stone Cages even got some of the nearby targets. The only anchor point defined on them seems to be just above the paper, on the hanging clips. All the mez effects and powers went to that spot.

I tried /assist to see if I could target it, and my target window flashed briefly before it automatically untargeted. So I did /assist$$info and got something interesting:

http://i361.photobucket.com/albums/o...7-00-27-19.jpg

It looks to me like these may have been originally intended to be usable, much like the practice dummies, which have a very similar faction and description. They probably never got finished, and like BackAlleyBrawler said, weren't worth diverting developer attention away from more important things.

EDIT: Oh, never mind, I just noticed that they were targetable before BaB changed them not to be. If there's any sort of flag to make pets ignore them, you may want to set that as well


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
That bug is actually a code problem. It's being looked into. Nothing has changed with the power defs or with the animation sequencers, the system has just stopped passing all of the statebits down the pipe that it needs to play the correct mez animation (freezes, sleeps, etc) and instead is only getting the bit to play the stun animation.
I read this and all I can think is ".... MAN this game is complicated."


 

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Quote:
Originally Posted by Ironblade View Post
Apparently they're being stingy with the practice dummies, though. I was just in there and there was only one. Maybe someone blew the others up?
They come and go like the static NPCs. Run out of range into the RWZ and back and get to reset them... that usually works.


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Ok, the targets in the shooting range are now not targetable at all.
I know that maybe it's better, but...
Can't we ranged types have stuff to blast at too?


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Posted

Quote:
Originally Posted by Ironblade View Post
Use the practice dummies but stand further away.

*hero enters vanguard base*
*sniper stands around a corner to get maximum range possible on his snipe to the dummies*
*hero walks around corner*
*sniper fires*
*hero has heart attack*


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