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..precise weapon placement:how?

 
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AdrianX
..yeah.




Joined: 13 Feb 2003
Posts: 286
Location: Batangas City,Philippines

PostPosted: Sun Oct 22, 2006 1:46 am    Post subject: ..precise weapon placement:how? Reply with quote

..it's either me; meaning i dont know how to use the feature,or maybe the precise weapon placement feature in the nightly build does not work correctly.
..and oh,midis are not playing too.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Oct 22, 2006 4:43 pm    Post subject: Reply with quote

Quote:
.it's either me; meaning i dont know how to use the feature,or maybe the precise weapon placement feature in the nightly build does not work correctly.


I have the same problem, and it has been bothering me for quite awhile now.

The Quest 64 character looks good with his Japanese-style (called Scimitar in-game. I drew it like a katana without thinking so I will have to change that too. >_<)

But Marcellus uses a floating Rapier (another poorly drawn weapon which I actually had a better version before, but drew it like this in hopes to adjust positioning.)

http://img222.imageshack.us/img222/2723/handlevaluesdy0.gif

(.GIF quality, as to lower file size. Quality isn't an issue anyhow. NOTE: I accidently re-pasted the "0>" image for the Rapier, but the values for <1 are the SAME.)

As you can see, you would think that he would stab with that rather thick looking rapier. Nope. It floats on either side of him for no apparent reason. I am trying to figure out how to fix this.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Oct 22, 2006 5:30 pm    Post subject: Reply with quote

Are you using the "Dash In" attacker animation? If so, the weapon placement will *NEVER* be right no matter what, and it will even vary from target to target (we will fix this eventually, but it requires a lot of code cleanup)

If precise weapon placement is failing on any other attacker animation type, let me know.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Oct 22, 2006 5:57 pm    Post subject: Reply with quote

It is definately not working for this character when set to the normal strike.

In fact, I switched the weapon to the Scimitar, and it works perfectly. It even looks better than the other hero's because the Scimitar will be behind him on the first frame.

I will try and find some way to record what the actual in-game animation looks like for the Rapier.

EDIT: Done and done. I have never seen a Rapier work like that before.

If it helps, Rapier is Item slot #2.


Last edited by Newbie_Power on Sun Oct 22, 2006 6:08 pm; edited 1 time in total
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Valigarmander
Bye-Bye




Joined: 04 Mar 2006
Posts: 750
Location: Nowhere

PostPosted: Sun Oct 22, 2006 6:08 pm    Post subject: Reply with quote

I have suffered under the same problem for a while now. No matter what I set the weapon position to, it's always floating in the air a foot away from the guy's arm.
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AdrianX
..yeah.




Joined: 13 Feb 2003
Posts: 286
Location: Batangas City,Philippines

PostPosted: Sun Oct 22, 2006 11:01 pm    Post subject: Reply with quote

..nope,still does not work even if the attacker is set to the default animation (strike)..and yeah,the midis are still not playing;although its a good thing that there are sound effects for the attacks now.great job. Happy
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