Vigilantes > Resolved Bugs
[Nomad - Can you help?] Enemy not releasing his turn
ushas:
Of course, there is a lot to consider, most not visible on outside I guess.
Having a feeling those churchers trying to stab us with pistols, they were onto something after all...
They were developing Pistol Bayonet!
Somebody with a high enough crafting skill...
Having blade as well as pistol weapon modes at close range...
Daithi:
No problem adding it... if you want to make a new set of animations for it :) Just don't forget that new impacts, dodges, and KOs will probably be required. And remember, that different range is required for orth and diagonal tiles. And that it takes almost a full (and very tedious) day to get the timing right for each attack animation to impact / dodge / KO. #LivingInFearOfGettingAZipFullOfPistolBayonetAnimations
ushas:
#UnsureHowToDoHashThingButWantedToPutYourMindAtEaseByTellingYouFirstWillGetAZipFullOfPlantingAMineAndExplodingBackpackAnimations
I take the guys hold pistols differently so can't use the ones for knife when doing bladed attacks? Or do you really do different animations for each weapon?
Not that I really care about bayonet item but it sounds interesting what you wrote. I remember you mentioned that this choreography is really tricky.
ushas:
Np then. But in case you're truly worried or anything, I won't do any such thing.
Finally, for some time (from approx like ingame 14 Aug on Vigilante) I was also getting Mafia bugged at close as you described guys. It become tricky to do any mission against those two factions. So I'm battling mostly survivalists now. On yesterday's mission looted "Unarmed" on their lvl2 facility. Had no show stoppers with them, but thought I would rather mention if something.
Daithi:
--- Quote from: ushas on September 08, 2017, 08:36:34 PM ---#UnsureHowToDoHashThingButWantedToPutYourMindAtEaseByTellingYouFirstWillGetAZipFullOfPlantingAMineAndExplodingBackpackAnimations
I take the guys hold pistols differently so can't use the ones for knife when doing bladed attacks? Or do you really do different animations for each weapon?
Not that I really care about bayonet item but it sounds interesting what you wrote. I remember you mentioned that this choreography is really tricky.
--- End quote ---
Noooooooo!
It would need to be tested, but it's very likely that the existing 1H attack animations wouldn't work for a bayonet pistol style attack. There are different sets of attack animations for unarmed, 1H melee & 2H melee. For KO, evade, hit animations, certain animations work for certain equipment types, but tend to cause obvious clipping with others. Very time intensive to avoid clipping and get decent timing from the attack to the response.
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