Ladder Animations

BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
<div class="IPBDescription">Explain Please</div> I don’t know much about coding or mapping but I am assuming that there is a func_ladder type thing in worldcraft, yes? Over my many years of Half-life playing I have yet to see any animation for players climbing down ladders, why? Coding problems? DoD code's so it so it hides your weapon when on func_ladder, couldn't you code it to play an animation too? Just wanted to know.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Ever seen an onos climbing a ladder.
    Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
    would NS be more popular if marines look like nazis?
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    From my experience in mapping using the Hammer editor (which is limited to two simple, unreleased maps) making a ladder is as simple as applying a pre-defined ladder texture to a brush. I haven't even looked for a func_ladder type thing before.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    To make a ladder, you create a brush, and then tie it to the func_ladder entity. This just makes an invisible ladder volume like water. It has no way of knowing which was in up or down on the ladder, or into the wall and out of it. Hence, it has no way of knowing which way to orient your player when playing the ladder animation. Besides, this is an unrealistic game, so shooting on ladders is perfectly fine.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited May 2003
    <!--QuoteBegin--Ollj+May 27 2003, 12:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 27 2003, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ever seen an onos climbing a ladder.
    Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
    would NS be more popular if marines look like nazis? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm... Ollj? That's not the issue he's talking about. At all. At least save the flames for someone deserving of them if you're going to use them at all...

    Actually having player animations for climbing ladders wouldn't be all <i>that</i> difficult to implement in itself... but you have to also keep in mind how impossible it'd be to make it look right. Every ladder would have to be identical for one, which is really asking a lot of level designers, and the varying heights of ladders and the resulting need of an animation for getting off the ladder would complicate things further. Players can also turn around on ladders, and stop at any point, etc. etc. It's just not something you can get to look right without restricting movement - have to face one way, for example (which is annoying as hell), and so even with the added time and effort of code and animation for the ladder climbing it'd look about as wrong in the end. Not much gain for all the extra work.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Worse yet, you can fire while looking backwards climbing up <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    you would just need a pivoting torso holding the gun while the other hand held onto the ladder with the feet at the bottom. It could be done. Func_ladders would need another variable though indicating the normal of the ladder.
  • folkfolk Join Date: 2002-11-14 Member: 8603Banned
    <!--QuoteBegin--Ollj+May 26 2003, 04:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 26 2003, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> would NS be more popular if marines look like nazis? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    what the hell are you talking about?
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    <!--QuoteBegin--Ollj+May 26 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 26 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ever seen an onos climbing a ladder.
    Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
    would NS be more popular if marines look like nazis? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The DoD team has less than 15 members.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    <!--QuoteBegin--RPGreg2600+May 27 2003, 10:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ May 27 2003, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ollj+May 26 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 26 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ever seen an onos climbing a ladder.
    Till the first beta flay wrote all code alone, the dev team is less than 15 ppl. How many are on DoD?
    would NS be more popular if marines look like nazis? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The DoD team has less than 15 members. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    pwn
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    You could make realistic looking ladder animations in Halflife, you'd just need:

    1 upwards motion animaton
    1 downwards motion animation
    1 animation for climbing up off the ladder
    1 animation for lettting go when you reach the bottom

    Then you'd need to disable firing while on the ladder, and moving your view around doesn't affect the actual facing of the model. You could go further by having the head pivot by way of a bone controller, to indicate which way you're looking, but that isn't necessary. Any attempts to move sideways would do nothing, you can only go up and down. For ladders that are not perfectly upright you could use a pitch value in the func_ladder.

    It won't look perfect, but it would look passable considering this is a five year old engine.
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    question? didnt Valve buy the rights to dod? and if thats the case wouldnt Valve take over the mod?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I like the ideas of ladder animations. but who really cares? it would be a nice effect but...
    since I first saw an onos climbing a ladder I lost my faith. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    btw this is one of the most annoying things in natural selection: player sizes!
    I cant even imagine why the ns team decided to let some players use ways in maps that are optical not passable for them. worst thing ever seen (beneath onos climbing a small ladder) was an fade crouching through an airduct. U werent able to see his head!
    But this is a bad thing for mapping purposes as well. Cann anybody tell me the unit sizes of the different player types? I think a crouching marine is as high as an skulk, making a JP secure hive impossible without additional triggers and func.
    If this would be fixed some days NS will be more tactical. Imagine: Onos can only use wide hallsways, if u want to use alternate routes u have to stay a skulk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    lt gravity, there are only 3 sizes in NS. there are only 3 player size hulls available to any HL mod, AFAIK, besides Hull 0 which is the physical map.

    32 32 72 <-standing human & fade (is there a crouched onos? why the onos gets narrower i don't know, its an alien!)
    64 64 108 <-standing onos
    32 32 36 <- skunks, gorges, crouched human, lerks, crouched fade
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    THX tommy for this information. But this makes a lot things harder to map I guess... ehm... I know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    But it doesnt explain why the hell the proggers thought that and ladder climbing onos would be a great idea... and the reason "because at some spots the onos would eventually get stuck." is a mapping related "problem". I think onos should stay at the ground. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> And thats why the onos wont need any ladder animations <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited June 2003
    I totaly agree: Oni should stay on ground. Their physics just don't allow them to climb. It's like an elephant that falls into a pit. No way to get out. Poor Onos, but then again it has enough health not to be driven into a pit very quickly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    @Yamazaki: That is exactly what I wanted to post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You could make realistic looking ladder animations in Halflife, you'd just need:

    1 upwards motion animaton
    1 downwards motion animation
    1 animation for climbing up off the ladder
    1 animation for lettting go when you reach the bottom

    Then you'd need to disable firing while on the ladder, and moving your view around doesn't affect the actual facing of the model. You could go further by having the head pivot by way of a bone controller, to indicate which way you're looking, but that isn't necessary. Any attempts to move sideways would do nothing, you can only go up and down. For ladders that are not perfectly upright you could use a pitch value in the func_ladder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Did you know NS has no backwards running animation? So maybe one climb animation is sufficient.
    The head could be turned independently from the body btw. This is possible in Half-Life. And for the orientation: Flayra coded this new model orientation code for the skulks. That could be used here. FINISHED!
    Maybe it is really not that hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.