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(minor bug) Pilot death animation

Started by Jwk the Hemp Monkey, June 22, 2004, 05:00:52 PM

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Jwk the Hemp Monkey

For constructors/Attilas/Maulers/Constructors/etc having a death animation even after they have been black-lined is a good thing.

For pilots it is not. Pilots should insta-die.

APCs r evil

Quote from: Jwk the Hemp MonkeyIs it possaible to make the Pilot Death Animation a little less of a '' falling over '' and more of a  ''  exploding with lots of chunks '' like it was in BZI?

But what about when a pilot gets sniped? One little tiny bullet to the head isn't going to make a pilot explode.

PhoeniX-FlamE

sniped pilot and dead pilot is difrent animation anyways...

APCs r evil

Oh ya, but the pilot still falls slow and everything when it gets sniped.

Jwk the Hemp Monkey

And? I have no problems with keeping that animation in. The situtaional conditions in which a pilot is sniped and the one in which a pilot dies from explosions and ramming are different. For the explosions/large weapons/ramming it should be insta-death. For sniping it should remain what it is currently.

The issue now is if someone can make the edited animation. something that happens in 0.1 seconds.

The partical affects should happen so that even with partical on 'low' it is still clear that the pilot

Avatar

Actually...

BZ1 took place entirely in our Solar System, and except for Venus the missions took place mostly in vacuum (or like Mars, at very low atmospheric pressures).  

Therefore...

ANY puncturing of your biometal spacesuit resulted in you popping like a balloon.

BZ2 takes place mostly on worlds with some sort of atmosphere, making for a whole different finale for fragile little pilots...

-Av-

technoid

It's still funny seeing the pilot turn into giant bouncing red Italian meatballs.  Something tasty about it.  :D

Jwk the Hemp Monkey

nice point avatar, but that still doesnt detract from the opinon that the game would be better if pilots insta-died. A full blast assault mag shot into the face shouldnt result in you kneeling over in mid-air and dying whilst clucthing your crotch.

technoid

The same thing applies to Maulers.  They keel over, but turrets and GT's are still shooting at it for 1-2 seconds, lol, whilst they are getting pummeled themselves by another Mauler.

Jwk the Hemp Monkey

We are talking about tiny tiny pilots that can be killed by one At-stab shot, or the lightest sprinkling of mingun...or even just the hull of a ship going at a fair speed.

not a giant horse of death aka mauler, which is a pinicle of scion technology involving some of the best hardened armour that the scions can muster.

This is about pilots dying from really big weapons and not insta-dying. this topic is *not* about other walkers etc, as i have already stated.

SO,...*now* the problem is finding someone who can fix the pilot animation so it happens instantly, so that the ODF for pilot death explosions can be edited and result in something worthwhile.

Angstromicus

Still seems strange that a walking classed unit doesn't melt away in seconds when it loses all of its armor in 6 or fewer seconds from falling in lava, resin, liquid hydrogen, etc.

Speaking about animations, in 1.0, the death of buildings had animations too, and they were quite fun to watch, esp when a gun spire went out :D.

When a human goes in a vacumm, s/he doesn't explode, but simply gets puffy and dies from lack of oxygen, internal damage from escaping air, radiation, heat, and cold. Shouldn't a pilot be vaporized before the fully charged assault mag hits it? It seems strange that a pilot's armor would be able to get even close to that kind of heat from a plasma blast.

technoid

It doesn't matter if it's a giant assault unit or a pilot... the model is what is hindering ordnance from going through, because the model is still there as its cycling through to the end of the animation.  Hopefully TS has figured out the insta-death he was talking about.  It might be possible to reference to another ODF of the end animation seqence with zero/low collision and/or detection parameters.

Jwk the Hemp Monkey

TEchnoid, your not reading carefully enough. I understand that the mauler animation blocks shots just like a pilot does.

I am saying that, as i said before,

QuoteFor constructors/Attilas/Maulers/Constructors/etc having a death animation even after they have been black-lined is a good thing.

For pilots it is not. Pilots should insta-die.

Which means, we change the*pilot* animation, this topic is *not* about maulers attilas constructors or other types of walkers. It is specifically about pilot class, even though they just happen to be walkers.

*sigh*

SO,...*now* the problem is finding someone who can fix the pilot animation so it happens instantly, so that the ODF for pilot death explosions can be edited and result in something worthwhile.

Edit :
just noticed this
Quote...zero/low collision and/or detection parameters....

We do however want a lil bit of a 'bump' as you make another road kill :twisted:

technoid

Yes, I understand the subject matter.  The animation sequence is basically coming from the same pilot ODF that the other animation sequences are at, including standing still, running, walking.  Thus I believe that interaction (all on or all off) is applied to all the animated meshes.  In this case, they are all solid and you can bump into them, whether still, walking, running, dying, etc.  If you can split the dying animation sequence to another ODF where the interaction collision is turned off, then that might do the trick.  Yes, true, we'll still want a little bit of some flesh and biometal bits hindering collision to give some reality.  But, if you really want pilots to die instantly so as they don't hinder/block shots, then the easiest thing to do is not to have the end animation at all.  Hmm, turning them into a "sprite" class might be another possibility.  Let's wait for TS.  Hope this helps some more.  :D

Jwk the Hemp Monkey

I guess we were both mist understanding one another. Lets have a flame war and then have people come to your 'defence' as the page spirals off topic into the dark dark recesses of utter stupidity. So that one side is revealed to be totally in the wrong, but no-one can tell which side it is.

With reguards to the 'bump' animation, as long as the ramming vechile feels a 'bump' then its ok. I am hoping that removing the animation all together will work. Making the 'pilot death' purely graphical is the intention. It would be nice if we can keep it for a sniped pilot, but doesnt matter if we cant.