That could definitely work. Likely they could brandish their swords as a deploying animation and death animation. (Rally Cry AE Buff Deploy Weapon/Death Weapon) A Pistol would suit them just fine though. _________________ ~ Excelsior ~ QUICK_EDIT
Or one could make use of NoAmmoWeapon and do something interesting with the soldier automatically approaching the target to use the slash attack every now and then, or even against specific targets only. _________________ mentalomega.com QUICK_EDIT
In the current style i would use him as a support unit without any weapon, providing a constant area effect that increases Firepower, ROF or Hitpoints of nearby infantry. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Btw, does he really need a set of melee attack frames when crawling?!!
IIRC you can't disable the weapon while prone, so it would look bad if he suddenly stands up to do a slash and then jumps back down into the crawl frames again.
Maybe give him some kind of "all units move in this direction" swing with the sword. This can be used as an attack, but also for passive weapons as some kind of "call to arms" move. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe give him some kind of "all units move in this direction" swing with the sword. This can be used as an attack, but also for passive weapons as some kind of "call to arms" move.
This should work. It'll need a large movement to be distinguishable, though.
Well, I'm back.
There are two horribly stupid RA2 game limitations that quell my interest in this officer though.
The first is that Infantry can use only FireUp= and FireProne= tags to delay and synchronize the weapon and the attack frame, which force all weapons on the infantry to use one single value of delay. This makes soldiers with two vastly different weapons really hard to design.
(Well, this point is nowhere near annoying when compared to the stuff below.)
The second is that Infantry will immediately cease playing their Attack frames once they lose their target. This make some one-shot weapons look absolutely terrible when used on infantry(the snipers basically just twitch for several milliseconds when they could have a FULL set of frames of firing, reloading, and getting ready for their next prey. The same applies to the melee Brute)
I'm starting to get sick of this stupid engine. Maybe it's time to move on to a better one.
(OperRA seems interesting, but I can't even get the bleed version up and running. Every time I run the make.cmd, it gives several errors and the generated game just can't run. I have already installed Visual Studio 2015. It's too unfriendly to people like me, who don't even know how to code.)
Alright, here's the brandish frames for those who want a "support" unit. The full shp can actually be finished in two or three hours, but I'm starting to get lazy, though.
Could you tell us more about your OpenRA compilation problems?
Could you paste the content of the exception.log file (located in "C:\Users\your_username\Documents\OpenRA\Logs\" under Windows) to http://pastebin.com ?
It looks nice, And how many foundations that SHP takes? It looks like over 9x7. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Well...In my mod, yes.
Anyway they will be released once I finish their snow frames, so everyone can have a explosive pipe network in his mod.
But they will need to have patience to add 46 civillian buildings into their rules and art. Even placing them on the map is somewhat tiring, since they will need to manually pick what pieces to use.
Do you gave them damage frames?
If not, you could also think about using an Overlay with multiple frames, at least for the impassable ground pipes.
With the multiple frames Overlay, FinalAlert will show you the complete set of frames in the preview, which makes placing them a lot easier.
Anyway, nice work on them.
Some rust and dirt on them would be good though, so they don't look that shiny clean.
Another idea:
how about using 1 invisible dummy building with a 32 facing turret and then put many different pieces into the turret frames?
The mapper would then have to place only 1 building down and use the turrets facing for the right piece.
This way reducing drastically the number of separate buildings and you also see a preview in the map via the currently set turret facing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Nice pipes, but some of the joints/bends look a little ambiguous for placing since they look like they aren't centered to the cell?
Lin Kuei Ominae wrote:
Another idea:
how about using 1 invisible dummy building with a 32 facing turret and then put many different pieces into the turret frames?
The mapper would then have to place only 1 building down and use the turrets facing for the right piece.
This way reducing drastically the number of separate buildings and you also see a preview in the map via the currently set turret facing.
FA2 only has easy access to 8 facings, so this wouldn't work. Besides having arbitrary turn angles sounds like it would be hell to line up with other pipes...?
I like the idea of making different infantry types out of that Conscript, but IMO, looks way to goofy for VDV. The greatcoat looks out of place on a specops infantry. QUICK_EDIT
the whole prone attack frames for melee infantry i skiped, just redid standard walking frames with the infantry using either a pyhiscal shield or energy shield. it came to me when i realised prone actually reduces damage for infantry. my next experiment is the extremly unrealistic animation of the infantryman , going in frenzy and parrying attacks while in prone, i realised though that the animation of the parrying would be constant, even when not being shot at QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Aug 25, 2016 1:26 am Post subject:
They aren't necessarily spec-ops, just top-notch airborne infantry. But that makes the greatcoat even less fitting, I guess.
Still looks pretty good _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Good infantries, i would love to see a Soviet Grenadier next from you. I really need one, i'm still using placeholder conscript-with-a-different-colored-coat artwork for them.
Or maybe soviet molotov guy it would be nice. _________________ QUICK_EDIT
The backpack looks a bit weird to be honest, the "gun" is VERY large and the recoil is indeed excessive since it is a light-using weapon which shouldn't have any to begin with (but since no recoil looks boring, I guess it's better to have at least a small one).
Nonetheless, I like how you do more and more RA2-styled infantry, they look quite authentic and can have use in mods. I wish I could do these things too, I'd make a different SHP for MO Foehn Lancer then, since the Halo conversion one irks me for some reason. QUICK_EDIT
Prism trooper.
Maybe the recoil is too large for a prism weapon...never mind.
Like it, Cause there is no prism trooper equal to tesla trooper = prism tower and tesla coil. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Some details changed and another no-recoil version.
Damfoos wrote:
I wish I could do these things too, I'd make a different SHP for MO Foehn Lancer then, since the Halo conversion one irks me for some reason.
Well, people will be able to freely edit my max files to make their own versions since I'll release the max files for it. I actually don't quite care about who are using my stuff...
G-E wrote:
Perhaps you should have it squat forward and grab the lens with both hands instead of a recoil?
The arm is too short for this.... Can't even reach the lens without large movements.
hmmm, the features that made the last youmuu shp stand out was the hip sheath and the unique atk and death anim. the version you've show case above is like her evil twin with a rather larger back sheathe. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum