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Exciting new feature for Renegade's multiplayer [message #267888] Thu, 21 June 2007 17:24 Go to next message
Jerad2142 is currently offline  Jerad2142
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Some people said it could never be done.....

[Updated on: Thu, 21 June 2007 17:25]

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Re: Exciting new feature for Renegade's multiplayer [message #267890 is a reply to message #267888] Thu, 21 June 2007 17:29 Go to previous messageGo to next message
Ryu is currently offline  Ryu
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It's a bit bland imo, if you made the sword thing go from bottom left to top right, It would kick ass.

Good job non the less.


Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
Re: Exciting new feature for Renegade's multiplayer [message #267891 is a reply to message #267888] Thu, 21 June 2007 17:29 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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who said that?

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Re: Exciting new feature for Renegade's multiplayer [message #267894 is a reply to message #267891] Thu, 21 June 2007 17:34 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I am referring to how you can not make charters play through animations, I have read that some people said it was not possible to make you throw a grenade correctly, but now it can be done.

Re: Exciting new feature for Renegade's multiplayer [message #267895 is a reply to message #267894] Thu, 21 June 2007 17:43 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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Nice, but the animations are a bit choppy.

This is the script you have been working on not so long ago right?


nopol10=Nopol=nopol(GSA)

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Re: Exciting new feature for Renegade's multiplayer [message #267898 is a reply to message #267888] Thu, 21 June 2007 17:55 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Coolness, I can tell how how this would have been. Now if we can just get the human animation overrides to work we could have a t-rex or something.

WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
Re: Exciting new feature for Renegade's multiplayer [message #267904 is a reply to message #267888] Thu, 21 June 2007 18:34 Go to previous messageGo to next message
Viking is currently offline  Viking
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I think RP2 did this with the dual handguns you do a animation for a short whyle? Dont Get It


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"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn

Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: Exciting new feature for Renegade's multiplayer [message #267905 is a reply to message #267904] Thu, 21 June 2007 18:39 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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RP2's dual handguns had screwed up animations.

nopol10=Nopol=nopol(GSA)

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Re: Exciting new feature for Renegade's multiplayer [message #267912 is a reply to message #267888] Thu, 21 June 2007 20:07 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
Thank god. Give this to arr pee two so we can fix the grenade, knife and sword animations.
Re: Exciting new feature for Renegade's multiplayer [message #267916 is a reply to message #267895] Thu, 21 June 2007 20:21 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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nopol10 wrote on Thu, 21 June 2007 18:43

Nice, but the animations are a bit choppy.

This is the script you have been working on not so long ago right?

Choppy animations are the recorder, the game started to lag the second I started fraps, they play fine other wise (not that I am a good animator for people though).

Viking wrote on Thu, 21 June 2007 19:34

I think RP2 did this with the dual handguns you do a animation for a short whyle? Dont Get It

Renegade will only play the first frame of the animation, so I made the first frame holding the guns out. This new script will force the animation to go through and play all the frames (it is also using a script that detects when you fire the gun, and also sends a custom when you reload).

Oh ya, the script also works for taunts.

And there is no fram limitation to the script either, the only thing that is a limitation is that you can not move or shot after the animation starts, and there is NO way to correct this under the system I am using.


[Updated on: Thu, 21 June 2007 20:32]

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Re: Exciting new feature for Renegade's multiplayer [message #267944 is a reply to message #267888] Thu, 21 June 2007 22:34 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Care to share that script with RA:APB so they can improve the Grenadier?


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: Exciting new feature for Renegade's multiplayer [message #267948 is a reply to message #267888] Thu, 21 June 2007 22:50 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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Wait, why on Earth would you want people unable to move while an animation such as this is playing?

Re: Exciting new feature for Renegade's multiplayer [message #267951 is a reply to message #267888] Thu, 21 June 2007 22:55 Go to previous messageGo to next message
Viking is currently offline  Viking
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Yeah that would suck anus if you could not move when fireing...


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"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn

Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: Exciting new feature for Renegade's multiplayer [message #267955 is a reply to message #267951] Thu, 21 June 2007 23:12 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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I think it's because it will be interrupted by the running or walking animations.

nopol10=Nopol=nopol(GSA)

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Re: Exciting new feature for Renegade's multiplayer [message #267977 is a reply to message #267955] Fri, 22 June 2007 00:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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nopol10 wrote on Fri, 22 June 2007 00:12

I think it's because it will be interrupted by the running or walking animations.

Kind of not really though. I will release the script soon, with all the other scripts I am working on (read me will have to be made first).


Re: Exciting new feature for Renegade's multiplayer [message #268174 is a reply to message #267888] Fri, 22 June 2007 12:28 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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As far as I'm aware, you can't break the skeleton into too portions. There for, when you have an animation playing for swinging a sword around, and you were to walk while this was happening, you would end up with the characters feet sliding across the ground.

This would be why the character's position becomes locked while "firing"?


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Re: Exciting new feature for Renegade's multiplayer [message #268386 is a reply to message #268174] Sat, 23 June 2007 09:22 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Just keep in mind that a 30 frame animation takes 1 second, so thats a lot of animation you can put into one second. And you would only be stopped for one second.

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