New Animations for AR


Anti_Proton

 

Posted

How about wrist mounted guns for Assault Rifle? That way the Frankenstein device can be evenly split on each wrist (burst and slug on one wrist, flamethrower and grenade launcher on the other). This would be aesthetically more pleasing for robot or battle-suit themed characters, kind of like Warmachine. They could just reuse the normal blast stance from the other Blaster/Defender/Corrupter power sets and just make a new weapon model for the wrists.


 

Posted

I'd love to see this and possibly alternate animations for assault rifle. So we can have those nemesis explosions for the nemesis rifle or the sound of a tommy gun when using fullauto or burst and the tommy gun.

Lastly I'd like to see some sort of energy rifle as an alternate animation for them. Really like the pew pew pew that resistance soldiers have in some of those hitech guns they use.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

Standard code rant:

Tying powers to costume pieces can't be done with player models.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Anti_Proton View Post
Standard code rant:
Tying powers to costume pieces can't be done with player models.
I really want to be rude to you, but I will restrain my self due to benefit of the doubt.



All that is needed is the proper gloves to match the actions, IF the player wants it.


 

Posted

Quote:
Originally Posted by Anti_Proton View Post
Standard code rant:

Tying powers to costume pieces can't be done with player models.
Are claws costume pieces? It's the same principle.


 

Posted

All that's needed is something which pops out of a character's arms/wrists as a custom weapon which can only be tied to custom animations, with only an option for one or the other. Put like that, yes it could be a lot of work (I don't know, without dev input none of us do), but would also open up two-handed alternatives for Broadsword/Warmace/Battleaxe, weapon-based animations for elemental sets (Magic books, wands, staffs, guns, melee weapons, relics etc) and also open up sets for alternate concepts, like the suggestion at hand;

Wrist mounted 'guns' could be replaced with floating runes or a magical effect which fires the AR powers, magic origin!
A mutated growth, a vent or skin-coloured tube, science and mutant origin! Natural if you're an alien
Transparent outlines of tech gloves or outlandish weapons, for psychics/Green Lantern fans!
Full lower-arm covering guns, a whole range of them, for your Mega Man/Metroid Prime combat, Freakshow even!

Theoretically, if such technology is programmed in it could also lead to things like customised Mastermind pets, alternate Granite Armour animations/visuals and who knows what else that I've missed.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

I'm not sure if animations can be tied to costume parts. Two different things going on.

Weapons are costume parts
Powers are animations.

Edit: Like, I think the number one reason animations for weapon sets aren't changed is the thing with the interaction between weapons and "Combat stance" and the interaction between Powers and "Combat stance" I might be wrong, considering Combat auras, and the possibility that Combat Auras and weapons use the same coding, which makes sense to me.
A good workaround, and just a thing that would be nice to have is some Assault-rifle Weapon options that are arm-mounted, but huge enough to look like they need the support of the second arm.


Anyone Who wants to argue about my usual foolishness can find me here.
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I'll miss you all.

 

Posted

Quote:
Originally Posted by Premonitions View Post
I'm not sure if animations can be tied to costume parts. Two different things going on.

Weapons are costume parts
Powers are animations.
The thing is, this isn't needed.


 

Posted

Quote:
Originally Posted by Premonitions View Post
I'm not sure if animations can be tied to costume parts.
Think of it the other way around so the animation changes costume pieces, if you change the animation type in the drop-down menu when customising it, it then changes all the custom weapons available in the editor to match the new animations selected. Currently, this is not possible (To my knowledge), but if code was created and put in it could lead to other customisation options (I -think-, an educated guess based on what I know of the engine) for other sets which are often asked for, such as two-handed melee weapons.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

I was always of the opinion that Assault Rifle should just be overhauled and given a wide variety of body-part based animations so that it could be turned into a weapons set that can be used for power armor as well.

Create your power armor character, then want bullets out of the shoulder? Have an animation for that. Wrist flamethrowers? Animation for that. Arm and chest cannons? Animation for that. Etcetera etcetera. No new costume part weapons would need to be created since they're just animations, while players can have free range with making their crazy power armor.

Doubt it'll ever happen, though.


 

Posted

I think your forgetting that, in the case of projection powers, the source of the power is also part of the power itself. You would literally have to make several versions of the same powers for each point of projection.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

This argument doesn't work. Each power has an activation sequence that is hard-coded into the power, and that activation sequence determines which costume set is accessible in the costume editor. Power Customization CANNOT affect activation sequences at this time. There is not and has never been precedent for this.

Assault Rifle powers will always call for a costume piece in the Assault Rifle category. You cannot customize this on the fly. You can possibly add custom animations, but these animations will still be required to spawn a costume piece from the Assault Rifle category. This is no more mutable than it is to tell a power which pet to spawn. This isn't doable in the current game.

Powers in City of Heroes are hard-coded to call a specific visual effects script which determines what animation is played, what effects are displayed and what props are summoned. Weapons are customizable by altering the FX script to "enable" a costume piece instead of spawn a static prop, and then giving the player the ability to customize this costume piece within a very rigid set of boundaries. Colour and animation customizations work by altering this script, as I understand it, to read off player-mutable variables for its colours and settings. But at the end of the day, the powers system still reads from ONE script, and that one script has one activation sequence hard-coded into it. There is no evidence to suggest that the current game system is even capable of customizing this without new tech.

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All of that said, I support the spirit of the idea on a larger scale. The ability to customize weapon powers into non-weapon powers, or powers using different classes of weapons, as well as customizing non-weapon powers to use weapons instead, is just about the final frontier of new tech for the character editor, beyond which there isn't much left to ask for. I want this to be INTRODUCED, however, and see no point in arguing that it already exists when it doesn't. Not yet.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
This argument doesn't work. Each power has an activation sequence that is hard-coded into the power, and that activation sequence determines which costume set is accessible in the costume editor. Power Customization CANNOT affect activation sequences at this time. There is not and has never been precedent for this.

Assault Rifle powers will always call for a costume piece in the Assault Rifle category. You cannot customize this on the fly. You can possibly add custom animations, but these animations will still be required to spawn a costume piece from the Assault Rifle category. This is no more mutable than it is to tell a power which pet to spawn. This isn't doable in the current game.

Powers in City of Heroes are hard-coded to call a specific visual effects script which determines what animation is played, what effects are displayed and what props are summoned. Weapons are customizable by altering the FX script to "enable" a costume piece instead of spawn a static prop, and then giving the player the ability to customize this costume piece within a very rigid set of boundaries. Colour and animation customizations work by altering this script, as I understand it, to read off player-mutable variables for its colours and settings. But at the end of the day, the powers system still reads from ONE script, and that one script has one activation sequence hard-coded into it. There is no evidence to suggest that the current game system is even capable of customizing this without new tech.

---

All of that said, I support the spirit of the idea on a larger scale. The ability to customize weapon powers into non-weapon powers, or powers using different classes of weapons, as well as customizing non-weapon powers to use weapons instead, is just about the final frontier of new tech for the character editor, beyond which there isn't much left to ask for. I want this to be INTRODUCED, however, and see no point in arguing that it already exists when it doesn't. Not yet.

I was gonna PM you Sam to explain, but you beat me to it.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

One of the biggest reasons I miss BABs is for his informational posts. Most of what I know about the animations system in this game, I know from what he's explained over the years. He and Castle went a LONG way towards helping us see the inner workings of the game and get a better idea of what's reasonable, and that will be sorely missed.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
This argument doesn't work. Each power has an activation sequence that is hard-coded into the power, and that activation sequence determines which costume set is accessible in the costume editor. Power Customization CANNOT affect activation sequences at this time. There is not and has never been precedent for this.

Assault Rifle powers will always call for a costume piece in the Assault Rifle category. You cannot customize this on the fly. You can possibly add custom animations, but these animations will still be required to spawn a costume piece from the Assault Rifle category. This is no more mutable than it is to tell a power which pet to spawn. This isn't doable in the current game.

Powers in City of Heroes are hard-coded to call a specific visual effects script which determines what animation is played, what effects are displayed and what props are summoned. Weapons are customizable by altering the FX script to "enable" a costume piece instead of spawn a static prop, and then giving the player the ability to customize this costume piece within a very rigid set of boundaries. Colour and animation customizations work by altering this script, as I understand it, to read off player-mutable variables for its colours and settings. But at the end of the day, the powers system still reads from ONE script, and that one script has one activation sequence hard-coded into it. There is no evidence to suggest that the current game system is even capable of customizing this without new tech.

---

All of that said, I support the spirit of the idea on a larger scale. The ability to customize weapon powers into non-weapon powers, or powers using different classes of weapons, as well as customizing non-weapon powers to use weapons instead, is just about the final frontier of new tech for the character editor, beyond which there isn't much left to ask for. I want this to be INTRODUCED, however, and see no point in arguing that it already exists when it doesn't. Not yet.
If that is the case, then as a substitute would it be possible to simply allow the player to recolour the muzzle flash or add colourable tracer rounds?


 

Posted

Quote:
Originally Posted by The SentinelF13 View Post
If that is the case, then as a substitute would it be possible to simply allow the player to recolour the muzzle flash or add colourable tracer rounds?
It should. If you hear rumours that it's not possible to customize both weapon AND effect for a specific power, don't believe them. This has never been suggested to be true. The only reason our weapons lack power customization, as per BABs, is that they had to shepherd their resources and so they focused on powers which didn't have customization options beforehand like weapons did.

In theory, it should be possible to alter the animation for firing a gun, as long as it's still the same length and the damage ticks take place at the same times. It should furthermore be possible to customize not just the muzzle flash, but also the type of effect the rifle fires, as well as the sound it makes. I don't see any real reason why Assault Rifle can't be made to fire the effects of Robotics Pulse Rifle attacks, outside of the time and resource commitment required to do this.

What this CANNOT change, however, is the rifle's damage type, so even if a power looks like it's shooting lasers, it'll still do Lethal damage. Or fire damage, depending on the attack.

But, yes, this should be doable within the confines of the engine as they've been explained to us and in accordance with precedent.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.