Could This Work?
Never saw the movie, but it sounds essentially like the whip animations - or really any "ranged" one. As long as you're not using it to grapple, as that seems to cause other problems.)
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
There is no way in the game engine to pull an enemy toward you, so if that's what you were thinking it isn't going to happen.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
There is no way in the game engine to pull an enemy toward you, so if that's what you were thinking it isn't going to happen.
|
The animation would be the character throwing the grapple thingy at the critter and then yanking their arm back immediately, so that the lead "sticks" the critter and then flies back immediately. Nothing to animate around/on the critter.
This would summon a pseudo pet on the opposite side of the critter than the caster, which would cast a 1.67 knockback power (a fairly low mag KB, shouldn't send them flying too far), which in turn would knock the critter toward the caster.
Of course, the problem is the animation. I don't think the game knows how to shorten the length of an animation based on the range of the critter. If you watch the whip attacks (which have a similar but not exact attack animation to what I'm proposing), the whip smacks down about 15-20 feet in front of the character regardless of whether the enemy is in melee range or is 20 feet away.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
You can work around this somewhat IF you have access to Bonfire. Placing the bonfire behind the target causes them to be thrown towards you.
I don't know how easy it would be for the devs to tie a very brief and invisible locational to the attack such that the attack is accompanied by the target suddenly flying towards them. It would seem prone to having the locational target the wrong enemy or even knocking them back in the wrong direction.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Like telekinesis just reverse
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I've always wanted to create a workaround for that.
The animation would be the character throwing the grapple thingy at the critter and then yanking their arm back immediately, so that the lead "sticks" the critter and then flies back immediately. Nothing to animate around/on the critter. This would summon a pseudo pet on the opposite side of the critter than the caster, which would cast a 1.67 knockback power (a fairly low mag KB, shouldn't send them flying too far), which in turn would knock the critter toward the caster. Of course, the problem is the animation. I don't think the game knows how to shorten the length of an animation based on the range of the critter. If you watch the whip attacks (which have a similar but not exact attack animation to what I'm proposing), the whip smacks down about 15-20 feet in front of the character regardless of whether the enemy is in melee range or is 20 feet away. |
Basically Shield charge in reverse.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
I've thought about attempting to game the physics engine like that, but a simpler way to get a similar effect is to use a teleport foe effect with an effect fx that travels from the target to the teleport location, so it looks like the target moved quickly from the original spot to the targeted location.
Basically Shield charge in reverse. |
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Would a Scorpion/Balde Trinity Harpoon Dagger type of weapon work?
If you remember the opening scene of Blade Trinity he uses a knife where the blade shoots out from the handle and is tethered to a metal cord. Or maybe something like Scorpion from Mortal Combat.