• JgcxSword: WIP Melee Weapon
    257 replies, posted
[QUOTE=mescool15;21277479]Only thing is I'm hoping you make a right handed version. Other than that, it looks amazing.[/QUOTE] Sadly, unlike most sweps it's not quite as simple as flipping the viewmodel. I'd also need to adjust the force code, as well as the arc tracing system, so the zombies don't jump into your sword. But thanks anyway. And besides, I'm proud of being left handed :P [QUOTE=Pwn-o-Matic;21278311]Will there be any decapitations? Just a visual effect, but I'm sure some people would like it :D[/QUOTE] Ah yes, I am planning to do this... sometime. As you've seen, effects and whatnot have taken something of a backseat: I spent AGES trying to code the arc tracing, the timing, and stances. [QUOTE=Wizey!;21283250]Haha, I wouldnt say im a pro, But i do make alot of stuff. Glad your up and ready to get this made and done, Most people lack motivation to finish a project ^^[/QUOTE] Yep. This is my pet project and I'm going to keep working at it for... a long time, I think. Thank you guys [B]so much[/B] for your enthusiasm. I will be working more on this in the near future (I was hoping to give it a rest for a bit so i could keep working on Colonies, but... guess not). Going to post a WIP on the OP, so watch this space.
[QUOTE=JgcxCub;21283400]Sadly, unlike most sweps it's not quite as simple as flipping the viewmodel. I'd also need to adjust the force code, as well as the arc tracing system, so the zombies don't jump into your sword. But thanks anyway. And besides, I'm proud of being left handed :P Ah yes, I am planning to do this... sometime. As you've seen, effects and whatnot have taken something of a backseat: I spent AGES trying to code the arc tracing, the timing, and stances. Yep. This is my pet project and I'm going to keep working at it for... a long time, I think. Thank you guys [B]so much[/B] for your enthusiasm. I will be working more on this in the near future (I was hoping to give it a rest for a bit so i could keep working on Colonies, but... guess not). Going to post a WIP on the OP, so watch this space.[/QUOTE] I have opened the mayor, And he approves.
[QUOTE=Wizey!;21284944]I have opened the mayor, And he approves.[/QUOTE] Opened the mayor? What do you mean?
[QUOTE=JgcxCub;21283400] Going to post a WIP on the OP, so watch this space.[/QUOTE] Yay for beta. You should include a left hand and right hand version so your left hand version doesn't need to go to waste!
[QUOTE=Flubadoo;21285936]Yay for beta. You should include a left hand and right hand version so your left hand version doesn't need to go to waste![/QUOTE] Of course. I'm going to make it a separate SWep.
[QUOTE=JgcxCub;21286231]Of course. I'm going to make it a separate SWep.[/QUOTE] Or hold one in either hand. :buddy:
[QUOTE=tepholman;21286328]Or hold one in either hand. :buddy:[/QUOTE] Whoo, thanks for the reminder. Gotta add in comboes!
[QUOTE=JgcxCub;21286390]Whoo, thanks for the reminder. Gotta add in comboes![/QUOTE] Looool akimbo much?
[QUOTE=Flubadoo;21287137]Looool akimbo much?[/QUOTE] Nono. Basically, if you attack again in the middle of an attack, you will perform another one soon after, with a different animation.
[QUOTE=JgcxCub;21292119]Nono. Basically, if you attack again in the middle of an attack, you will perform another one soon after, with a different animation.[/QUOTE] You should add some simple code for people who are ambidextrous, Maybe if the view model Flip is on, make the view punches Flip, Otherwise, keep it the same.
[QUOTE=JgcxCub;21253235]Thanks. Can anyone think of a sound effect I could use for the stabbing? I need something that's really satisfying, but actually sounds like a stab. But like, you're [B]really puncturing their flesh[/B]. Any ideas? And by the way, thanks for all the comments. :) Keep it up![/QUOTE] Use the CS:S right click knife backstab, I think it would work best :P
The game Mount&Blade Warbands has an awesome sword and weapons system. If you move the mouse just a lil bit up while attacking, it attacks from overhead, Same with side and bottom etc. Same with blocking. Would be cool if you could do the same here. Would ofcourse require some animations or something.
[QUOTE=Wizey!;21304764]You should add some simple code for people who are ambidextrous, Maybe if the view model Flip is on, make the view punches Flip, Otherwise, keep it the same.[/QUOTE] Unfortunately it's not as simple as that, Wizey. You have to flip all arcs as well. Would take a bit of work. I'm considering answer a console command to perform said function, though. By the way, whatever did you mean by "I have opened the mayor, And he approves. "? [QUOTE=kp3;21306379]The game Mount&Blade Warbands has an awesome sword and weapons system. If you move the mouse just a lil bit up while attacking, it attacks from overhead, Same with side and bottom etc. Same with blocking. Would be cool if you could do the same here. Would ofcourse require some animations or something.[/QUOTE] Yes, i did have this idea before. I'm not sure if this is a good idea - it might interfere with the swing speed differentiation system, and would also hinder aiming considerably. Personally, i don't think it would be worth it. In fact, it would be a very bad idea to implement this. Mount and Blade is third person, am I correct? I haven't played it but I'm pretty sure that precise aiming would take something of a backseat. Against npcs, it may be ok, since they tend to move more predictably - but at the same time, npcs aren't going to care if you use a forehand or backhanded slash. Likewise, players will most likely be moving much more dynamically than npcs, and therefore, restriction of aiming would inflict a fatal blow on proper sword combat. Sorry, but it would be a bad idea to implement this. I've already got horizontal blows, soon to be from both sides, as well as a vertical strike if you're falling (which should hopefully look kick-ass).
Not to be impatient, but maybe it would be best to release a stable version of this soon, you'll get much better feedback that way (Like Sakarias and his WIP mech...). All up to you in the end though. Also, is the world model held correctly? Does it have animations? The latter is a bit far-fetched, I know. Anyways, great work. :downs:
[QUOTE=Blargh123;21311117]Not to be impatient, but maybe it would be best to release a stable version of this soon, you'll get much better feedback that way (Like Sakarias and his WIP mech...). All up to you in the end though. Also, is the world model held correctly? Does it have animations? The latter is a bit far-fetched, I know. Anyways, great work. :downs:[/QUOTE] Thanks. The world model is a katana (I haven't changed it since i got the addon first). It is synced, but obviously is back to front. I've been trying to do 3rd person animations, but I'm not sure how to incorporate them into the game. Any ideas?
[url]http://www.facepunch.com/showthread.php?t=821202[/url] Does this help?
[QUOTE=Blargh123;21313348][url]http://www.facepunch.com/showthread.php?t=821202[/url] Does this help?[/QUOTE] Can i use animations that I have made the same way as the first person animations (that is, 3dsmax) in this? If so, yes.
If I'm understanding it right, no. it says [B]LUA[/B] animations api meaning you have to use lua to create the animations
[url]http://www.garrysmod.org/downloads/?a=view&id=90356[/url] :byodood:
[QUOTE=JgcxCub;21308035]Unfortunately it's not as simple as that, Wizey. You have to flip all arcs as well. Would take a bit of work. I'm considering answer a console command to perform said function, though. By the way, whatever did you mean by "I have opened the mayor, And he approves. "? Yes, i did have this idea before. I'm not sure if this is a good idea - it might interfere with the swing speed differentiation system, and would also hinder aiming considerably. Personally, i don't think it would be worth it. In fact, it would be a very bad idea to implement this. Mount and Blade is third person, am I correct? I haven't played it but I'm pretty sure that precise aiming would take something of a backseat. Against npcs, it may be ok, since they tend to move more predictably - but at the same time, npcs aren't going to care if you use a forehand or backhanded slash. Likewise, players will most likely be moving much more dynamically than npcs, and therefore, restriction of aiming would inflict a fatal blow on proper sword combat. Sorry, but it would be a bad idea to implement this. I've already got horizontal blows, soon to be from both sides, as well as a vertical strike if you're falling (which should hopefully look kick-ass).[/QUOTE] You can toggle between first and third person. But, if you already got horizontal aswell as vertical hits, how do you use them?
[QUOTE=JgcxCub;21308035] Yes, i did have this idea before. I'm not sure if this is a good idea - it might interfere with the swing speed differentiation system, and would also hinder aiming considerably. Personally, i don't think it would be worth it. In fact, it would be a very bad idea to implement this. Mount and Blade is third person, am I correct? I haven't played it but I'm pretty sure that precise aiming would take something of a backseat. Against npcs, it may be ok, since they tend to move more predictably - but at the same time, npcs aren't going to care if you use a forehand or backhanded slash. Likewise, players will most likely be moving much more dynamically than npcs, and therefore, restriction of aiming would inflict a fatal blow on proper sword combat. Sorry, but it would be a bad idea to implement this. I've already got horizontal blows, soon to be from both sides, as well as a [B]vertical strike if you're falling[/B] (which should hopefully look kick-ass).[/QUOTE] .
So, any more ideas, guys? Thanks for the comments so far, keep them coming!
Release a beta or something! Its awsome
Best SWEP I've seen in ages. Lookin' forward to it.
Recommend you include some kind of parrying system. Didn't check to see if that was suggested yet.
[QUOTE=JIAC;21487376]Recommend you include some kind of parrying system. Didn't check to see if that was suggested yet.[/QUOTE] It was suggested, but I don't mind if it's suggested again, gives me a good idea how popular the idea is. I think this would be a pretty good idea to implement. However, I don't think it would be too useful against NPCs (I can't check their parameters, etc, which I could for players who are using the sword). I might implement if it gains enough popularity though.
Parrying would be awesome.
I also like the idea of parrying. You could use it to deflect antlion attacks and metropolice with stunsticks or crowbars. Here's an idea. Make a shield ent, that, when picked up turns your sword swep into a sword and shield. There are bonuses and drawbacks -Since you won't be using the sword with both hands, your attacks will be weaker. +Since the shield is large and made of metal, it can deflect heavier melee attacks, like an antlion guard headbutt or a hunter stab. Pressing crouch should slow your speed to walk instead of regular crouching speed, and should cause the shield to cover your entire frontal area, making you immune to all attacks at your front. When the sword/swordnshield isn't equipped, the sword should be attached to the waist, ready to be drawn at a moment's notice. The shield should also attach to your back and make you immune to attacks from behind, minus your legs. An idea for the secondary could be the impaling stab, and reload could be parry.
Well, the stab is almost certainly coming out. Unfortunately, I'm not too sure about the shield. It would require a new model, animations and scripting, but I think the most important reason why I (almost certainly) won't include it is because I feel it would detract from the feel of it. This sword is basically a one-handed katana: its speed is achieved by keeping the weight down, but the lack of momentum is compensated by its sharpness. Sorry noobcake. But I will be working on the stab and other WIPs sometime soon, so keep your eyes (or ears) peeled.
[QUOTE=JgcxCub;21544761]Well, the stab is almost certainly coming out. Unfortunately, I'm not too sure about the shield. It would require a new model, animations and scripting, but I think the most important reason why I (almost certainly) won't include it is because I feel it would detract from the feel of it. This sword is basically a one-handed katana: its speed is achieved by keeping the weight down, but the lack of momentum is compensated by its sharpness. Sorry noobcake. But I will be working on the stab and other WIPs sometime soon, so keep your eyes (or ears) peeled.[/QUOTE] Just release the sword without the shield first.
Sorry, you need to Log In to post a reply to this thread.