"Sprint"
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2014-05-21, 04:10 PM
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"Sprint"
Would a "sprint" mechanic be useful in (maybe) ACR?
It seems that the world models are already rigged and equipped to handle a sprint animation. It's just that the client side we don't have the animations for the weapon to move back and forth. This would make you have a significant speed boost, at the cost of not having your weapon ready for use immediately. limitations are that the animations need to be created client-side for the movement of the weapon back and forth. Also as far as I know this feature isn't created in the Cube engine, so I'm not sure what the feasibility of this gameplay mechanic would be DSO
Windows 8 fanboy =D "Not dead, can't quit" |
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2014-05-22, 04:48 PM
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RE: "Sprint"
A sprint mechanic ? It sound good.
About the movements, they are defined in the model file. The client only read and play them. They was confident : "Only some thousands of bricks, and it will look like something !"
More a community is little, more the "others will do it" way to think is dangerous for it. |
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2014-05-22, 06:00 PM
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RE: "Sprint"
The current "sprint" implementation is actually a "walk", but it makes your footsteps quieter.
Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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2014-05-22, 07:39 PM
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RE: "Sprint"
Oh right, completely forgot about that.
How about supplementing the "walk" with a "sprint" that lowers the weapon out of view and increases speed? I know we have that speed perk but I think this might be a useful game mechanic. DSO
Windows 8 fanboy =D "Not dead, can't quit" |
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