Posted 24 May 2006 - 02:50 AM
Here is what I mean by that.
Suppose a guard is standing close to a ledge and is unaware of you. Could you walk up to his back and push? Or do you simply need to bump into him hard enough? Or throw something at him...
It would be rather neat to be able to walk up to a guard and toss them over the edge, even if there is a small railing of some sort.
I know the team has a ton of more important work, but I would like to know what's planned or even already possible. The physics probably take care of part of the problem anyway as it is.
Posted 24 May 2006 - 03:59 AM
it was actually a genuine idea directly from my head
(I don't think I'd go so far as to sy that I'm the first person to think of it, though...)
Posted 24 May 2006 - 07:32 AM
However, if somebody wanted, it probably wouldn't be too hard to make an FM where you could frob guards standing at certain spots to turn them into ragdolls and push them off the ledges. Halflife2 did something similar - when you killed certain guards on ledges, the maps were scripted to apply a physics force to cause the bodies to fall off the ledges more dramatically.
Posted 24 May 2006 - 07:48 AM
Posted 24 May 2006 - 08:18 AM
A half-solution could be to make a falling-over-ledge animation that gets played if it is determined that the guard should fall....hmm....then you would need special falling animations and also different animations depending on if he dies or falls on feet (short fall).....
okay I get the point....
Posted 24 May 2006 - 08:35 AM
Download Old Comrades, Old Debts FM or Mistrz Effects demo and see my old projects!
Posted 24 May 2006 - 08:59 AM
I can't imagine why you'd want a conscious AI to go ragdoll. That would look really weird when they went to stand up again.
The alternative is not to have them go to ragdoll, and just treat them as a moveable object - same as in T2, when people fell, they just fell as they were (there being no ragdoll feature).
Posted 24 May 2006 - 03:12 PM
Posted 24 May 2006 - 04:01 PM
Posted 25 May 2006 - 10:15 PM
If you land on your side, you know to roll over and then do a pushup, then kneel, then stand.
If you land flat on your face with one arm tucked under you, the other above your head, you know to roll slightly, lift one arm up, pull the other down, etc.
If you simply interpolating between some random ragdoll position into a "get up" position, it looks very robotic. All the limbs move at the same speed in the most direct direction. There is no inbetween positions.
Posted 26 May 2006 - 09:22 AM
I still get a giggle out of how the AIs in Deus Ex do that perfect faceplant when you knock them out.
Posted 26 May 2006 - 02:30 PM
Posted 26 May 2006 - 10:07 PM
Posted 27 May 2006 - 03:19 AM
Posted 27 May 2006 - 08:48 AM
No shit, sherlock. Is it really necessary to say, "No commercial games implement this very obvious and highly desirable general-purpose feature, therefore it must be hard to do"?
Just because no commercial game has done it, doesn't mean it's to hard to do.
It's not like saying that no game has an entirely purple/green color scheme, therefore it must be hard to do. Sheesh.
Posted 27 May 2006 - 12:38 PM
Posted 27 May 2006 - 02:00 PM
You know, how often I heared during the development of this mod, that this or that can't be done, or it is to hard for such noobs and whatever.
I think the idea is that since such a feature would be very desirable from a realism and gameplay perspective, the fact that it has not been implemented in any major game suggests that the effort required to implement it is prohibitively high.
It's more a question of development time than competence.
Posted 27 May 2006 - 06:56 PM
All it means is that it suggests it's difficult, so, we should consider it very seriously, and try to find out why it's hard. But in the case of a ragdoll getting up, it should be obvious to anyone with a minor understanding of how games work, why it's difficult. The fact that commercial games haven't done it properly is just supportive information.
Unlike our wild "noob" fantasies, commercial games are the real world proof of the efforts of a team working to get something out the door in a decent amount of time. And there are a hell of a lot more commercial games than ameteur ones. We all know well how many ameteur projects succumb to the common pitfalls of over-scoping, and feature-creep.
Posted 28 May 2006 - 03:51 AM
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