View Full Version : Ai movement/anims
Apr 30 2003, 18:09
I had this idea, it may be impossible, but I thought it was interesting.
I have this idea where the game doesn't really need to use anims for people. The AI determines what a model is and isn't capable of performing. By some presets in the model or cfg, a model would determine how far it could move it's legs.
It would use this to be able to move it's arms however far it needs to grab something on the ground or how wide to open its hands to pickup something. Maybe we would even see AI soldiers actually trying to climb onto a tank or into a chopper.
I also see the AI not using a complete "grenade throwing" anim to just drop a grenade down a hole or a light toss through a nearby window.
I also see soldiers carrying their weapons in different ways than the guy next to them.
May 1 2003, 18:21
Is this thing on?
The animations I'd like added:
1. Bolt action sniper rifle animation.
2. Shotgun Animation ( just pump action ).
3. The animation process of bi-pod extension and retraction by a soldier.
4. Lean / Peek animation.
For an A.I. Movement / Animation ( and your player ), I would definately hope to see included a "Passive Awareness" animation. E.g.
In the in-game Command Menu ( Editor = Behaviour ), press "F ?" -> Combat Mode -> Passive Awareness
The soldier then adopts a "Passive Awareness" stance, with their gun held across their waist. Their default speed and yours ( W key ) would be equivalent to that of when their gun is shouldered.
Perfect animation and rate of movement for setting patrol waypoints along roadsides or through urban enviroments. Cranks up the atmosphere and the immersion factor. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Seeing a reload animation would be on OFP2 christmas list, along, although I respect it must be hard because the magazine may be an actual part of the weapon instead of a different unit, if that makes sense.
I'll explain my view of OFP's engine. I'm no programmer or model maker so please prove me wrong, but if OFP is basically a set of units put on another unit (the map) with a "camera" lets say giving you the view of either a soldier from 1st person view, or 3rd person view, or through the iron sights of the weapon, then grabbing a weapon (another unit) would mean adding another "unit" in as the magazine, to make it look as if its actually being removed...
Im sure thats confuses everyone who'll read it but like I said, Im thick as pig shit when it comes to computers, i just play the games.
I also wanna see you run as fast with your rifle on your back sa you would in your hands.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I also see soldiers carrying their weapons in different ways than the guy next to them[/QUOTE]<span id='postcolor'>
Yes, I would call those carry "styles".
And this is what I'd like among the new anims: this would be my AI squad (and my "character") while walking/marching. (http://www.defenselink.mil/photos/Aug1999/990611-M-0626G-003.jpg)<--CLICK THE LINK.
If I halt my patrol (by stopping my march) and not move forward for about 20 to 30 seconds (or I call or signal "Halt" with the ACTION MENU), then my AI squad takes a knee (http://www.defenselink.mil/photos/May1998/980514-M-8902P-008.jpg), facing outboard and to the rear....Another 20 to 30 seconds elapse without my moving forward, then the patrol goes prone, still maintaining all-round security. The action/command "Move" then appears in my ACTION MENU, which I must click to continue the patrol.
When halted, the AI would not continously adjust themselves relative to my position until ordered to do so. This would allow me to move away from the patrol to do a map check (btw! I like the map and compass set-up in Viet Cong), or whatever.
May 5 2003, 15:01
Yepp, lean/peek would be nice. And roll left/right saved my virtual life sometimes in AA:O ...
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