Author Topic: This is SPARTA!  (Read 2815 times)

Has the same effect as the broom, except your avatar raises his foot and kicks the target.  Maybe have a bubble like the "Bricks" bubble, except it says, "This is SPARTA!"  I would find this entertaining. ^_^

It'd be cool if they tumbled like the ski crash effect when it happened.

YES TO BOTH
and it would do alot of damage.. ti would need a high reload time unless you want lots of noobs running around on one foot shouting THIS IS SPARTA

I would really like to see this happen, if anyone is willing to do it.  There aren't any technical walls, are there?  I assume it would be fairly easy to the experienced coder.

Script is easy, making new player animation models isn't.

It would be possible to make the projectile a cut in Shaper or something version of the Player's foot or Peg Leg and have the player's foot hidden while firing, rotated a little, colouring done by more code or just adding large particle effects.

I can never get any models of mine to work so I'm not attempting this.

Solution: Im assuming that the two feet are separately linked to body (Because they can be altered individually) so why not just play the walking animation but only on one foot? that would look like a kick wouldn't it?

Animations for players (and indeed most objects) are typically fixed. Some are blended (like walking/shooting/aiming).

Theres no way currently in Torque Game Engine to select a part of an existing model (like the player model for BL) and alter its animation simply with code.

Spaceguy is right and his method could work. Problem is that its more of a cheap hack (no offence) than a proper function.

The walk animation is just one, "walk", with both feet at the same time, and you can't simply play one on a different part of the body - the "recoil" in left hand (Dual Guns / Badspot's Guns Akimbo) is simply the Shift Up which moves both but left hand more, while the right hand is your "Shift Away" animation which has your right hand only. The "slot" variable in the playThread function (playThread(0,shiftAway) etc) is just for playing two at once without inteference, otherwise your feet would stop if you are running and then fired a gun, not "body part it is on" such as the gun mountpoint.

well you shouldn't make it tumble because i'm almost done with a tumble after taking a certain amount of damage and tumble on death combo. Also would it be possible to make your foot disappear and a new foot in the position of kicking appear [that'll be the weapon]. If so i want to make a stabbing with both hand animation for sword [right clicking while its out] your hands would disappear and a model of your hands holding a sword at a slight angle would appear in the position where your stabbing the person in front of you through the top of the head.

The problem with straight away giving the weapon the model of a foot or hand is that your hand can be made any RGB (RGBA with edited scripts) color, as well as being one of two different "models" - hook/hand, peg/leg. So far, no way exists to change the color of a weapon image in-game - the skis "weapon" (In your hand) is always blue but the "feet" skis are part of the player model and any color.

Will someone make this happen, please?  :)

I'm getting better at editing by the second. :D

Ok how about a red foot or maybe i dunno you just jump and sit for the animation. Or how about this a smash attack. You press sit and automatically become a deadly vehicle so in minigame you can kill horses, people, and bricks. you would be emune to fall damage but would be heavier so you wind up falling down to the very bottom of the map (would really suck if you were on a suspended platform). Actually forget all of that. It would be better if you put on iron boots and then can squish small bricks all people and horses

Space Guy, are you willing to do it?