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katanamaru

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Posts posted by katanamaru

  1. @@Shadowknight1

    You turn parts off by finding the line in the .skin file that looks similar to this:

    models/players/mara/belt/belt.jpg

    and change it to:

    models/players/mara/belt/*off

     

    Some people use *clear instead of *off, but that isn't as good. With *clear the texture is invisible, but the object will show up with force powers active or saber slash marks. *off is better since the object won't show up at all.

  2. Yeah I'd consider that the 'best' solution.

    I'd say three on the back for left shoulder, right shoulder, and straight up the spine: \ I /

    Three on each hip: front belt area, back belt area, and sword sheath.

    One on each thigh for blasters.

     

    But I believe in 'beggers can't be choosers.' So if someone simply made the left model go away that'd work for me. I don't feel that it would really break the imersion since the character is carrying over 10 guns and bombs plus thier saber(s).

     

    The main thing is to be able to cycle multiple styles while dual or staff wielding and then being able to switch to the single style(s).

    Circa likes this
  3. One could argue that if someone becomes good at a computer game, the response to block becomes automatic, similar to your muscle memory. After all, you don't manually think to press space bar to jump in JA, but you do so. It's not a mechanical process really.

    On the other hand, autoblock would be the equivalent of you sword fighting and just magically parrying everything. It doesn't work like that.

    I see the point you are making and agree with what you stated. I didn't go into great detail with my blocking example and it hurt my point.

     

    The downside to parrying in a match is that even if I choose the correct parry, like left pflug, I may execute it incorrectly, or my opponent may wind around it. Either way I still get hit.

    A block button makes the character block attacks gauranteed (not taking specific games or systems into account.) Imagine if both these were combined: the player sees an attack coming and pushes block, but still gets hit. People would rightly hate that.

     

    And my parrying is magical!

     

    I've always had the idea of having a button to toggle between offense/defense "styles" where the defense style would let you autoblock everything except very strong hits that count against a block "pool".  I think it could still take skill because I'd imagine there being a certain amount of time for you to switch bake to defense after making an offensive move, but something like that would need more discussion, testing, etc.  I'm certain that it would be a pain for the last animators/coders we have even if they did develop a system similar to this.

    Raz0r thought about doing this before in a mod of his. Something like the character is in medium stance by default. If you hold the right mouse button you'd go into the blue stance. So if you wanted to be defensive you could switch to blue and attack or let go of the button and go more offensive.

  4. I was wondering if in the future someone would consider making a code to holster the weapon/saber in the left hand. For example when using dual sabers and using the blue single style the character keeps holding the left saber. This is in a number of mp mods but I was hoping someone would consider this for sp as well.

     

    I'd be happy with just removing the model like the base game does when "=+" key is pressed. No need to put the model on the character if it is too difficult. I plan to add the shield style and make a couple new dual styles, but they look ridiculous with the left hand item still there. Especially the shield.

     

    There isn't a rush on this request.

  5. I'm actually a fan of the idea of auto blocking. As a longsword fencer I can train my parries to get better at them and predict certain strikes from opponents, but when they attack I have to react quickly. My muscle memory has to be trained enough to pull off the block. There is no way to 'turn off offense and engage defense.'

     

    Besides, having force heal is basically blocking after the fact.

  6. I like the idea of spinning the saber like a buzz saw in front of him.

    Putting attacks in the returns would allow for the head then stomach shot move you described.

    Cocky will be something new to try. I always go for 'focused' to show how fighting is a thinking and stressful situation. One not to be taken likely.

    I'm also picturing General Grievous fighting for inspiration.

     

    I'll start the brainstorming process.

  7. First, I'm not putting this in the coding section because this is more brainstorming without actual work. If/when we start working on this then we can make a thread there.

     

    Alright everyone, I'm wanting to see what people think about modding the sp code. Eezstreet is putting up a number of tutorials that include adding guns, force powers, and saber styles. Since I'm interested in all 3 of these things I wanted to see what people would be interested in either learning how to or already know how to code. I don't know how to really, but I'm going to give it a shot when the saber style tutorial is up. I'm going to fork the sp portion of the game so we can mess with it.

     

    My first goal will be to add the medium style to the game with no spin transitions. This will let me learn the process of adding animations as well as the stats of the saber styles. When I get that figured I'll work on the shield style and probably the backhand styles.

     

    What are others interested in trying?

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