TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
Posts: 1,045
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Post by TOS on Dec 16, 2017 17:45:09 GMT -5
I never seem to see this in many games and I don't understand why. But then it got me thinking...what if we the players weren't able to move while the fire button was pressed? I am curious to try this out. Is there a way to create a mod that immobilizes you when you press the fire button?
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Deleted
Deleted Member
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Post by Deleted on Dec 18, 2017 16:11:59 GMT -5
I'm not sure how to make such a mod, but EMPATHY does this with some of the doom monsters you can play as.
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Deleted
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Post by Deleted on Dec 19, 2017 4:37:53 GMT -5
I think with modern games it's certainly doable to have the kind of blended animations required to make an actor be moving and attacking at the same time. A lot of games that I've played have soldiers firing whilst running for cover, or flying enemies swooping overhead whilst unleashing an attack. With soldiers or other enemies with guns it's quite easily done - particularly if they're modelled like in TimeSplitters, where they're always holding the gun up, level and ready to fire. Older sprite based games would require individual frames added for these firing movements to stop the enemies sliding around, unless they're just going to do what I did with the LandCarrier in Virus and have the attack come between moving frames. The hard part is enemies that attack like the imp, I imagine. In the new Doom, imps have animations where they're running to the side and flick off three fireballs in quick succession, which looks quite natural. However, I'm assuming that's a specialised animation and behaviour subroutine, rather than them running about and randomly flicking shots off organically, like the enemies in the original Dooms do.
As for your question, yes, in ZDoom you can use DECORATE and ACS to do things like impart or remove momentum from the player in response to actions like firing. I've seen a couple of weapon mods where the recoil of larger weapons pushes the player back a bit. You'd have to check the ZDoom wiki for the specifics, but there's definitely an action to set the player state to TOTALLY_FROZEN or something, which ceases all movement. People use it for cutscenes, so the player isn't running about randomly whilst the camera is doing something else.
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