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FPSC Classic Models and Media / Zone Hit Detection like Zombie Apocalypse II

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007
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Joined: 22nd Aug 2011
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Posted: 28th Nov 2011 20:57
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
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 29th Nov 2011 09:54 Edited at: 29th Nov 2011 09:55
as far as i know:

before you can use ragdoll, the npc has to be suspended, means he cant do anything anymore after getting ragdolled. ragdoll is only for deathscripts. so you have to use limb detection for triggering specific animation while he is alive.
007
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Joined: 22nd Aug 2011
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Posted: 29th Nov 2011 19:10
maho76:

thanks my friend,

I will do some tests on limb detection to trigger specific animations.

However, about ragdolls, i know they look cool, but i don`t think they are real, indeed, the enemies look like toys.

I think it will be more beautifull (visually) using motion capture animations for death sequences, and even will look more real than use ragdoll death.

What do you think is better, ragdolls or mocap for death animation?

Thanks

Goldenye 007 N64
Nagrom229
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Joined: 22nd Mar 2011
Location: Look behind you!
Posted: 4th Dec 2011 21:12
There are some places, my friend, where ragdolls look pretty darn awesome. These certain games are Sci-Fi games and zombie horror games. But realistic ragdolls like in COD kinda stand for a second before they slowly fall to the ground. Unless they are running, of coarse.
So really it depends what kind of game. If you have some kind of motion detection software and animation software and you can rig the modern characters to that, it would be awesome.


~Keep gaming,

~Naggy ^_^

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