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> I Think We Should Still Have The March Animation ;), title says it all
wellington
post Feb 19 2011, 05:10 PM
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Title says it all.

march with shouldered forelocks :=)
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Forlorn_Hope
post Feb 19 2011, 05:58 PM
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To what end? And where would the animation come from?


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15th Col Hherlev
post Feb 19 2011, 05:58 PM
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mpc
post Feb 19 2011, 08:29 PM
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Nice Hherlev!


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Guest_Hawke_*
post Feb 19 2011, 09:28 PM
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And detachable bayonets please. :D So then all the commanders could use this.

http://www.youtube.com/watch?v=qxQKF2gkMgo
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Forlorn_Hope
post Feb 20 2011, 05:31 AM
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I mean, I have personally attached and detached bayonets from many weapons, fired them all with and without bayonets, and reloaded the above. The presence or absence of a bayonet truly makes no difference in anything. From a gameplay perspective, adding an animation like that would seem trivial, but, it would cause the following ramifications:

We'd need some sort of melee attack for when there was no bayonet
We'd need to code in how that melee attack would work
We'd need to implement it for all other weapons that could do a similar attack
We'd need to balance all of the above


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Black Watch
post Feb 20 2011, 11:52 AM
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QUOTE (Forlorn_Hope @ Feb 20 2011, 05:31 AM) *
I mean, I have personally attached and detached bayonets from many weapons, fired them all with and without bayonets, and reloaded the above. The presence or absence of a bayonet truly makes no difference in anything. From a gameplay perspective, adding an animation like that would seem trivial, but, it would cause the following ramifications:

We'd need some sort of melee attack for when there was no bayonet
We'd need to code in how that melee attack would work
We'd need to implement it for all other weapons that could do a similar attack
We'd need to balance all of the above


Perhaps the muskets can become slightly more accurate when not attached with a bayonet.

You could still have the thrust but have it do alot less damage, it still hurts being thrust with a musket even without a bayonet.
Or you could have it like the rifles, no melee attack on the weapon, then you could have a separate weapon which is your musket in the club position and it could work as the swords or tomahawks.

This post has been edited by Black Watch: Feb 20 2011, 11:53 AM
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Quite Churlishly
post Feb 20 2011, 12:54 PM
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You could just add a rifle bunting attack that has lesser damage, lower attack range and has a chance to push back or even disorient if you hit in the head. This is assuming animations/coding are added, of course, but would be pretty cool.


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Forlorn_Hope
post Feb 20 2011, 03:25 PM
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Unfortunately, we simply do not have the resources to explore this option at the moment.


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nicedude
post Feb 20 2011, 06:05 PM
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pls not.thx


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Crippled_Fetus
post Feb 20 2011, 06:31 PM
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I've always thought both the marching and detachable beyo's were a great idea. You could steal the animation from DoD original for the M1. These resources you need are they more in the area of team members or money?
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Pollux
post Feb 20 2011, 08:23 PM
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You should also have fists and only knocks people out for a few seconds rather than killing them.


Maybe like 15 seconds.


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gRanTeLbArT
post Feb 20 2011, 09:09 PM
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Someone who adds an animation for our weapon models for the attack. That is probably the thing that we would need the most.


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Koach
post Apr 26 2011, 03:07 AM
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Bugger you.
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its not that hard... i think.

a) without bayonet melee: punch to the face like in DOD:S, dealing 40 damage for face punch, 20-30 chest, 5 arms/legs, 15-25 stomach and 1000000 crotch.
b) rifles WITH bayonet attached loose accuracy
c) for a march, we replace the normal walking anim (walk with shift) with herlev's anims
d) fix bayonet anim could be a part of the reload anim, in which the soldier takes and puts the ramrod in the muzzle
e) i was thinking in an actual "make ready". after u reloaded, the soldier did not cock the gun, instead, you have to press left mouse to cock it.
f) the lights are already weak. make that they always have bayonet, but reduce the damage of it.
g) the only time in which you can abort reload is between putting powder in the primer and taking the ram rod.
h) after aborting a reload, the guy has to clean the primer, making the reload take 1 extra second
i) do the same when you get underwater
j) make a command that makes the officer run at the = speed as normal infantry, so we add realism to LBs (like a console command, for example: mp_off_fwd_speed x (x stands for the speed of the line infantry))

i would really like to help but i dont know anything but animations or coding. however, by 2017, you'll definately have my help. i promiss.


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irish_thomas
post Apr 27 2011, 03:48 PM
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why?
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QUOTE (Forlorn_Hope @ Feb 20 2011, 04:25 PM) *
Unfortunately, we simply do not have the resources to explore this option at the moment.


I know 2 animaters
1 is probably too busy but hes good
the other 1 is always looking for work don't know how good he is
they're all apart of the brothers war team i can direct them to this thread if you want


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Nathan Hale
post Apr 27 2011, 09:02 PM
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QUOTE (irish_thomas @ Apr 27 2011, 11:48 AM) *
QUOTE (Forlorn_Hope @ Feb 20 2011, 04:25 PM) *
Unfortunately, we simply do not have the resources to explore this option at the moment.


I know 2 animaters
1 is probably too busy but hes good
the other 1 is always looking for work don't know how good he is
they're all apart of the brothers war team i can direct them to this thread if you want



Feel free to bring them to this board or into contact with the dev team. We are always looking for help.


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Dubyah
post Apr 27 2011, 09:39 PM
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shouldered forelocks :=)


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