[QUOTE=Hell-met;45127155]No. they use the "headshot" flinch and it looks ridiculous.[/QUOTE]
Weird, I've never seen it play in the contexts you've mentioned. If you've got any spare time at some point could you show a video of what you mean? I can't reproduce it in hl2.
[QUOTE=Matsilagi;45126239]Do you guys remember flinching in doom?
Yeah, it worked all the time like you guys want, making the game easy if you have a Chainsaw.
I think it should be kept as it is OR change according to the difficulty.[/QUOTE]
Unlike in Doom, an enemy which is on flinch will not stop it from attacking you with melee (at least what I could check on countless multiplayer games). It just doesn't display the "melee attack" animation.
[QUOTE=Maestro Fenix;45131047]Unlike in Doom, an enemy which is on flinch will not stop it from attacking you with melee (at least what I could check on countless multiplayer games). It just doesn't display the "melee attack" animation.[/QUOTE]
And it's really fucking obnoxious if you die because of that so if someone could fix that to make this a far more pleasurable experience it would be great.
[QUOTE=Maestro Fenix;45119964]I was looking [url=https://www.youtube.com/watch?v=5zPP_fTorJg]this video[/url] and I was thinking:
0:04 to 0:09
0:44 to the end
GoldSrc had something similar for the deaths (obviously those were animations), and the "flinches" that we have on Source doesn't work half the time. Maybe we could have them now for Improvement.[/QUOTE]
Hit reactions would be great. They make gunplay a lot more satisfying, and I'm glad more and more games are using them now.
Quake 1 actually had hit reaction animations where enemies would fall to their knees and shit and it made shooting things feel really good. I'd say it's basically the main alternative to gore for creating satsifying combat, along with better shooting animations and good sound design.
[QUOTE=Bloodshot12;45137601]Hit reactions would be great. They make gunplay a lot more satisfying, and I'm glad more and more games are using them now.
Quake 1 actually had hit reaction animations where enemies would fall to their knees and shit and it made shooting things feel really good. I'd say it's basically the main alternative to gore for creating satsifying combat, along with better shooting animations and good sound design.[/QUOTE]
Hit reactions would be nice, but they are really just animations and (I personally) would start to notice how repetitive the scripted animations are after killing a few baddies.
I don't think that the practical solution is to add more scripted animations/entities/events. We need to lean away from this if we want the game to look enhanced.
Valve themselves lied back in 2003 when they said that "our demos are not scripted" but were later found out to be scripted sequences.
I disagree, having a hit reaction animation for getting shot in certain places is better than having nothing, even if it's only a handful.
Plenty of games have really dull shooting because shooting somebody does nothing to them until they die, and also I'm not sure I've ever heard somebody lump hit reactions, something that happens based on what you do during gameplay, with scripted events that happen during the game that aren't player controlled. It's not like an unskippable killmove, and it would go a long way to making your bullets feel like they do something instead of the way it is now where they keep going like normal until they die.
[QUOTE=SimplePlanz69;45138428]Hit reactions would be nice, but they are really just animations and (I personally) would start to notice how repetitive the scripted animations are after killing a few baddies.
I don't think that the practical solution is to add more scripted animations/entities/events. We need to lean away from this if we want the game to look enhanced.
Valve themselves lied back in 2003 when they said that "our demos are not scripted" but were later found out to be scripted sequences.[/QUOTE]
Yet you have provided exactly 0 alternative solutions here.
It should probably be noted that when you shoot a grenade from the SMG it doesn't even come out of the barrel straight, its sideways.
[QUOTE=Mr. Someguy;45139373]Yet you have provided exactly 0 alternative solutions here.[/QUOTE]
Not every problem has an instant solution. The best solutions come after the fact
[QUOTE=SimplePlanz69;45139434]Not every problem has an instant solution. The best solutions come after the fact[/QUOTE]
No, bullshit. You can't just go "I don't like this, change it" and not even give any sort of solution or alternative.
[QUOTE=Mr. Someguy;45139447]No, bullshit. You can't just go "I don't like this, change it" and not even give any sort of solution or alternative.[/QUOTE]
That still doesn't mean I need a solution at that same moment; someone else could add on to an idea and come up with their own solution. I was leaving the idea open for discussion
[QUOTE=SimplePlanz69;45139475]That still doesn't mean I need a solution at that same moment; someone else could add on to an idea and come up with their own solution. I was leaving the idea open for discussion[/QUOTE]
"I DON'T LIKE THIS"
"Okay, so what exactly do we do about it?"
"I-UNNO BUT I DON'T LIKE IT."
Yeah no maybe you should just quit saying things here for awhile.
I think in Max Payne 2, if you threw a grenade, it would knock the guy down even if it didn't kill him. I can't remember if it he ragdolled or if it was scripted but something like that would be really nice instead of that weak flinch when your explosives doesn't immedietely kill the enemy. Something similiar for the shotgun would be nice as well.
[QUOTE=Dom Pyroshark;45140072]I think in Max Payne 2, if you threw a grenade, it would knock the guy down even if it didn't kill him. I can't remember if it he ragdolled or if it was scripted but something like that would be really nice instead of that weak flinch when your explosives doesn't immedietely kill the enemy. Something similiar for the shotgun would be nice as well.[/QUOTE]
Putting NPCs into ragdolls (partially) would end up probably looking way too silly: [url]http://youtu.be/6H-Gt1-j3Og?t=2m11s[/url]
or putting them into pre-set "fallen down" states like gamebryo, which doesn't look very good either.
I think the best would be just a stronger flinch animation.
[QUOTE=glitchvid;45140429]Putting NPCs into ragdolls (partially) would end up probably looking way too silly: [url]http://youtu.be/6H-Gt1-j3Og?t=2m11s[/url]
or putting them into pre-set "fallen down" states like gamebryo, which doesn't look very good either.
I think the best would be just a stronger flinch animation.[/QUOTE]
Maybe something like tumble in opposite direction from the damage impact? Just asking if something like that would be possible.
[QUOTE=gk99;45139658]"I DON'T LIKE THIS"
"Okay, so what exactly do we do about it?"
"I-UNNO BUT I DON'T LIKE IT."
Yeah no maybe you should just quit saying things here for awhile.[/QUOTE]
You guys keep bashing on SimplePlanz but you're not looking at things from his point of view:
You don't add animations or sequences, you simply [I]enhance[/I] Half-Life 2. Like, you know. Just [I]enhance[/I] it.
[quote]Hit reactions would be nice, but they are really just animations[/quote]
See what the problem here is? The idea is that the game has animations and animations aren't enhancements. You need to [I]enhance[/I].
[quote]We need to lean away from this if we want the game to look enhanced.[/quote]
The road to enhancement is by leaning away from animations towards no animations. Remove all animations from the game and [I]enhance[/I] Half-Life 2.
[QUOTE=wauterboi;45140451]You guys keep bashing on SimplePlanz but you're not looking at things from his point of view:
You don't add animations or sequences, you simply [I]enhance[/I] Half-Life 2. Like, you know. Just [I]enhance[/I] it.
See what the problem here is? The idea is that the game has animations and animations aren't enhancements. You need to [I]enhance[/I].
The road to enhancement is by leaning away from animations towards no animations. Remove all animations from the game and [I]enhance[/I] Half-Life 2.[/QUOTE]
Yeah, T-poses only!
I agree with wauterboi that the aim should generally be to improve upon existing things rather than implementing too many new things. Reproducing existing animations to look smoother or more natural would be a good start. For example, Alyx's emp tool animation is ass imo.
[QUOTE=Magman77;45140508]I agree with wauterboi that the aim should generally be to improve upon existing things rather than implementing too many new things. Reproducing existing animations to look smoother or more natural would be a good start. For example, Alyx's emp tool animation is ass imo.[/QUOTE]
My post was satire..
[quote]Remove all animations from the game and [I]enhance [/I]Half-Life 2.[/quote]
Adding animations would break up the monotony, really. Special animations for when an antlion guard successfully charges at you would be awesome.
Mine wasn't. :c
[QUOTE=Pigbear;45139391]It should probably be noted that when you shoot a grenade from the SMG it doesn't even come out of the barrel straight, its sideways.[/QUOTE]It doesn't matter which direction you aim, it'll always come out facing the same direction.
[QUOTE=Magman77;45140613]Mine wasn't. :c[/QUOTE]
Then you should know that you're horribly wrong and Half Life 2 desperately needs hit reaction animations.
[QUOTE=SimplePlanz69;45138428]Hit reactions would be nice, but they are really just animations and (I personally) would start to notice how repetitive the scripted animations are after killing a few baddies.
I don't think that the practical solution is to add more scripted animations/entities/events. We need to lean away from this if we want the game to look enhanced.
Valve themselves lied back in 2003 when they said that "our demos are not scripted" but were later found out to be scripted sequences.[/QUOTE]
Why not just have some base animations, then have them edited on the fly with source's IK rigging to fit where it is getting hit, what angle it is coming from, etc?
[QUOTE=xalener;45141720]Then you should know that you're horribly wrong and Half Life 2 desperately needs hit reaction animations.[/QUOTE]
So I'm wrong about everything because I suggested you shouldn't add more to the hit reactions instead of just fixing and improving upon the existing ones?
[editline]18th June 2014[/editline]
[QUOTE=Pigbear;45139391]It should probably be noted that when you shoot a grenade from the SMG it doesn't even come out of the barrel straight, its sideways.[/QUOTE]
it also travels ridiculously slow for how far it can arc.
I think no hit reactions are better than repetitive hit reactions, because those just get annoying.
oh and the whole round and casing are fired, it uses the same model as the one you pick up as an item.
[editline]18th June 2014[/editline]
shit
[QUOTE=supersnail11;45144819]I think no hit reactions are better than repetitive hit reactions, because those just get annoying.[/QUOTE]
I agree, enemies that are 100% entirely bullet sponges and have no indication you're doing any damage at all is far better.
besides the blood squirting out of them
[editline].[/editline]
not that I am supporting the idea of [I]no[/I] hit reactions
[QUOTE=Magman77;45145525]besides the blood squirting out of them
[editline].[/editline]
not that I am supporting the idea of [I]no[/I] hit reactions[/QUOTE]
It's sometimes hard to see a poof of dark when you're shooting at a distance at a target that's also dark.
When they full-out flinch it's much easier to notice.
[QUOTE=supersnail11;45144819]I think no hit reactions are better than repetitive hit reactions, because those just get annoying.[/QUOTE]
That made me think of COD4; whenever I saw the same randomly occurring hit reaction as their arms fling into the air (which has been recycled to this day)
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