Hello Guys,
Just for curiosity,
I am studying now Characters Animation in FPSC, so i was studying about limb detection.
I was trying to make like the game Goldeneye 007 (from the old n64), when you shoot a specific part of the enemy body, it plays one animation. Like if you shoot in the arm, the enemy will react "felling" the shot on his arm.
I was looking at this thread:
http://forum.thegamecreators.com/?m=forum_view&t=181485&b=21
Quote: "Posted: 10th Feb 2011 18:00 Edited: 10th Feb 2011 18:18 | link | toggle
Its no big secret, I just took the information provided and applied it to animated entities.
http://forum.thegamecreators.com/?m=forum_view&t=180608&b=21
Info provided by bond1
When you use the scripting command shotdamagetype=x , x is the id given for the limb group.
In other words, :shotdamagetype=1:do something , checks if the character is shot in the head and then something happens.
Same for the other limb groups : 2 is body, 3 left arm , 4 right arm , 5 left leg , 6 right leg.
If you understand that the condition can be followed by any suitable action then you get the drift.
As for creating the media required to use this in whatever way you plan, thats up to you."
So i understood that we must use the limbing name convention (we can use the FPSC limb detector) and then in script we use shotdamagetype=x
But when i was seeing this video from Bond1 (Model Pack 57):
http://www.thegamecreators.com/?m=view_product&id=2298
I noted in the end of the video, that it seems the characters are using ragdoll death.
My question is: to have this effect where the enemy "feels" the shot, like for each part of the body is hit, it plays one different animation, what is better to use, Ragdolls or Custom Animations using limb detection and "shotdamagetype=x"
Thanks,
007
Goldenye 007 N64