When MH referred to this post in the contest thread a little while ago, it reminded me about using the heavy weapons frames in a new way. I made a bandit character to test this out a long time ago and I recently dug it up.
I think I got it to work fairly well, I was able to have the directional jumping work using negative mp tags and everything. I've attached the file to this post so you guys can take a look. There are some annoying things with using a heavy weapon though, like you can only use hit_a hit_j and hit_d inputs for some reason.
Anyway, besides showing an example of what can be done, I recently thought of something that I could use a heavy weapon for. The only problem is finding a good way of spawning a heavy weapon on hand. In my bandit example, you have to do some kind of D>AA input to pick up the heavy weapon, but I was wondering if anyone has found a good way of creating a heavy weapon on hand, or there are any good ideas on how to accomplish this.
Specifically, for my case, I'm trying to have my character create a heavy weapon on hand while he's catching another character. However, i'm also interested in seeing if anyone knows or is willing to try and find different ways of creating a weapon on hand.
So... post your thoughts or work! Thanks for your time!
I just tried opoint kind 2, it doesn't work because any object created in this way is treated as a type: 1 weapon. Even spawning a baseballs with opoint kind 2, if you press A, the character will go to the weapon attacking frames, not the weapon throwing frames. And even if you do opoint kind 2 for a heavy weapon, then have the character to the heavy weapon frames, if you try to walk it just goes back to the normal walking frames.
Hmm.. Actually, i guess continually using ik8 to keep the character walking while holding a heavy weapon might work, although it would mean no z-axis movement, maybe... I might try that..
(07-07-2010, 04:18 AM)dubbleD Wrote: its not practical because its only if the character is not able to pick up normal weapons.
you can split the action in the pick_heavy weapon frames depending on the object - you would definitely be able to pick up light ones - and you could also arrange heavy ones
(07-07-2010, 04:18 AM)dubbleD Wrote: just a question, what did you mean by 'only use hit_a hit_j and hit_d inputs' from your first post?
means hit_Xy/hit_yy dont work in heavy weapon frames
well, you can`t use ik7, so you have the choice: opoint or ik2.
Opoint won`t help you, if the comp knows there`s a light weapon on hand why should he change his mind - so i doubt there`s a way to change the light weapon-stone on hand from kind: 2 to a heavy weapon - oh, and if you lead the char to the heavy-walking-frames or so he`ll go back to the normal walking frames as soon as you do one step.
only way i could think of right now:
move with ik2 and modified picking heavy frames, where the first frame is normal "standing" for wait 1 and in case there`s an ik8 / bdy reaction it go to new "picking heavy" frames where the char don`t crouch, in case there`s no bdy/ik8 reaction it`s just the normal "crouch-picking-heavy-thing"
But I`m not sure if the picking heavy works if we alternate the frames, that`s where your test hands in I guess
www.lf-empire.de Once I had a fortune, it said: "Leave now. Life is short. Time is luck" Don't dream your life, live your dream!
(07-07-2010, 08:51 AM)MH-Razen Wrote: only way i could think of right now:
move with ik2 and modified picking heavy frames, where the first frame is normal "standing" for wait 1 and in case there`s an ik8 / bdy reaction it go to new "picking heavy" frames where the char don`t crouch, in case there`s no bdy/ik8 reaction it`s just the normal "crouch-picking-heavy-thing"
But I`m not sure if the picking heavy works if we alternate the frames, that`s where your test hands in I guess
Well, its okay if the character uses the normal picking heavy frames animation, at least for my purposes.
Hmm.. i guess the main problem i've been having is that ik2 doesn't seem to work while you're catching someone, so I was wondering if there were other possible methods..
i wasn't really thinking about picking up lying characters, although its similar.
Basically, what I was thinking about doing was enabling characters to carry and move their enemies around after grabbing them. Instead of immediately throwing them, you could pick them up and run around or whatever before throwing them.
but since I was having problems creating a heavy weapon on hand from the catching frames, it didn't work out quite so well. Anyway, I guess its something I won't really pursue any further now. Its not something I wanted to create for a specific purpose, kinda just to see if I could do it without too much coding.
hm
well i think its ok that characters cant run around while holding an opponent like in hero fighter as dragging someone along like that is difficult
but holding someone over head like a heavy weapon works well
i havent done a transition between catching and carrying like a heavy object - only picking someone up whos lying around and then run around with him
btw i dint let the heavy weapon catch the opponent and instead did let the character do that so the throwvz could allow me to walk around with him on z axis without ik8
(wait did i even use a heavy weapon in the end? i think i completely dropped that concept ...)