Fluid movement - A request.

Started by VaNilla, May 30, 2008, 12:17:18 PM

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VaNilla

Remember all those times that you rolled off something towards the height of a vent, but you will grab on instead? What about all those times you jumped off something into the height of a vent... but you grabbed on instead? I suggest that this should be fixed by doing the following:

Any falling animation (From jumps, Rolling down etc.) that passes a vent should give you the option to press the spacebar (Jump button, Pull ups etc.) at the height of that vent, this would initiate the following outcomes, if not timed correctly these outcomes will not occure. When the falling animation (falling from jumps, ceilings, and other things when your arms outstrech in the fall) occurs, you would press the spacebar at the height of the vent (the middle area) and softly land in the vent, arms outstreched to help pull you in. If you fall in the rolling animation you would press the spacebar at the height of the vent (the middle area), your hands would strech out to grip at the interior of the vent and use that grip to pull you in, this would cause you to roll again which makes a noise, unlike the other animation.

Any height gaining animation (Jumping, Wallrunning, Coop) that gains into the height of vents should give you the option to press the spacebar (Jump button, Pull ups etc.) at the height of that vent, this would initiate the following outcome, if not timed correctly the outcome will not occure. Your hands would strech out to grip at the interior of the vent, pulling you in not softly, but you would not roll. This means unlike the rolling falling animation, there is only slight sound occurance.

I can't think of any similar situation like loosing or gaining height past a vent, but if there is one the same rule should apply. Also ofcourse, you would have to be directly by the vent for this to work, and I also think that you should not stop stationary after this animation or any animation, always let the movement continue to flow, thoughts?

goodkebab




an awful lot of words for "disabling autograb"


Ct has very bad controls for grabbing ledges...you cant grab when you need to....and grab when you dont want.  It has something to do with bad tolerance for detecting ledges that can be grabbed.  This wasnt an issue in PT.


We really do want to give the player more control in an intuitive manner.


LennardF1989

I was actually thinking about something else when you said: "Fluid movement", I was like WTF? Fluid can also be a non-solid substance (eg. Water).

VaNilla

Im not saying disable autograb (although that should be done), I'm saying that you should be able to travel correctly and not be blocked off by the 'invisible walls' that seem to be present when you fall or gain past things like vents, and I was just saying the way I think is good to go about fixing that problem with. I wasn't talking about the grabbing problem I was talking about not being able to 'fall into' vents and gaining into etc.

Strange Lennard :P.

goodkebab

#4
then i am afraid you post doesnt make much  legible sense to me.


This statement makes no sense to me:

"What about all those times you jumped off something into the height of a vent... but you grabbed on instead?"

Hyrage

... I'm also lost on this one > what isn't good for you hahahaa
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Farley4Fan

Lennard, when someone says fluid movement it means just smooth movement.  Liquid smooth  :D

At fluid movement, hell yes.  I know grabbing ledges should be much better than CT's system, but I'm talking about something else.  I hate when you grab a ledge, then pull yourself up, then there's that distinct pause.  Like you can't move for a fraction of a second and you are frozen.  Know what I'm talking about?  I want to go from animation to running.  After every single animation it seems like you are paused for a second until it is ready to execute the running animation.  That's what I mean by fluid movement, like in DA, how everything seemed to flow smoothly while jumping/escaping.


VaNilla

"What about all those times you jumped off something into the height of a vent... but you grabbed on instead?"

Maybe it wasn't worded as well as it could have been but the meaning is clear from the rest of the post, which is why normally you read a post fully. I just mean you go into the vent rather than hang and pull up before you can.

frvge

I have never seen anyone fall down and then suddenly move horizontally into a vent. If you already have the horizontal speed, then the vent is still way smaller then you, so you can't just roll into it.
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VaNilla

In the rolling animation your already under the size of the vent in your position so you can do that, I didn't mean falling vertically past though when you could do it.

frvge

I still think it's not really possible, because there's almost no vertical space as buffer.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

VaNilla

#12
What do you mean? Well anyway it's just a suggesstion to think about I guess.

goodkebab

#13
The meaning is not clear because of your grammar.  Fact is you can roll into vents just fine.  The technical issues of CT do not represent the issues we will have. 


DA animations was the solution to the sluggishness of CT.  Things were fast and smooth in that version.

goodkebab

Quote from: STON3COLDKILLA on May 30, 2008, 06:24:43 PM
What do you mean? Well anyway it's just a suggesstion to think about I guess.

he means the natural arc of the body movement when doing a roll.  Ct wont always allow for a running roll into vents if you do it to close to the vent.  This is logical though.