Author Topic: Sword fighting physics  (Read 1162 times)

Let's be honest, the default sword is boring.
We need sword fighting physics.
What I mean by sword fighting physics is, well, I think the default sword should have blocking, jabbing, all that good stuff, in sword fighting. If someone swings at you, you can left-click their sword to block. Within a second of this happening (yes, you need to be quick), if you right-click, you can counter. You slash their chest. Even the counter can be blocked and countered, but, again, you need to be quick.
The sword should have it's own animations for everything, none of this "up and down" crap. It should also have some jabbing and other things.
Oh, and one last thing, if you could. Maybe the sword can have an animation for putting it away. When you deselect it, it can slide into a little holster on the side of your player, of course, created as soon as you equipped it for the first time.

Please make this, I'd heavily appreciate anyone who does. It'd be kickass.

I would love to see this. I am mostly certain all of that should be possible in BL, but it would be a lot of work for just one weapon (so many animations).
Heck, if I had the time and wasn't totally lazy I would try and make something like this. Could even make a fancy playertype (with the default model) with loads of custom animations.


inb4someonelinkstotheduelingpack

I would love to see this. Heck, if I had the time and wasn't totally lazy I would try and make something like this.

Ok cool so this will require totally rerigging the player model and adding in some reverse-kinestmatics or soemthing of the sort to allow this effectively per weapon, not to mention completely overhauling the user input system to accomidate the more complicated command set.

Not saying this is a bad idea but big changes like this are more like a game-feature than an addon. I mean torque is flexible and you can probably fit in alot of stuff with some custom player models. Your best bet would be to have a set of weapons with alot of custom animations per weapon that were made with specific alignments and stuff predetermined so the animations would play out.

You would also have to do something about how the player turns their whole body when looking around so the swings didn't miss, or just have their arms float in the air around them completely disconnected (which is how they appear anyways so hey may just work)