wall flip and smack

Started by Roberto1223, February 17, 2009, 06:15:36 AM

Previous topic - Next topic

Roberto1223

will wall flip be an effective way to evade a smack even if spy gets hit during the wall flip animation?

or will the spy's wall flip get interrupted causing the spy to drop to the floor.


why is this important? well because this could mean no more flip n neck moves for spies. -.-

but it could also mean no more bs! :P

hard thing to choose...

Westfall

Its not hard to choose. It the same thing as going to smack a spy when he's climbing onto a box and nothing happens but you getting jumped....because it was a glitch.

frvge

It'll probably be so that the Spy gets hit, goes KO, but can KO the Merc. Dunno yet.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

animations shouldn't make you immune to anything.
however i think the wallflip should stay a viable way to evade a charge with really good timing.

Farley4Fan

Jeez.  With the charge knocking down spies in mid-animation, these hit boxes better be right on the money 100% of the time.  I can just imagine a whole new heap of glitches such as charging underneath a wall-flipping spy and knocking him down in mid-air.  I've got faith in you guys though.

Nosis

if you were trying to slyly run up a wall and do a flip and someone hit you in the spine with the butt of a rifle i don't think you'd finish that wallflip

Farley4Fan

Were you responding to me Nosis?  If you were, then I wasn't saying that I don't want charges to knock down spies in mid-animation.  I'm only saying that if this happens then the hit boxes better work perfectly.  For some reason I just imagined seeing a spy clearly jumping over a merc with a wall flip, but the spy is still interrupted and knocked down.  Never mind though I'm just thinking lol   I'm sure it will work fine.

Westfall

The wall jump would have to be perfectly timed, which can be done through practice...especially if the hit boxes are accurate or not accurate. We always find a way around.

Roberto1223

i hate when spy climbs boxes in 2 separate animations when running into them, then sometimes they climb boxes with one quick animation, but it seems to be kinda random and luck dependent.

LennardF1989

#9
Quote from: Papa Skull on February 18, 2009, 01:11:06 AM
Jeez.  With the charge knocking down spies in mid-animation, these hit boxes better be right on the money 100% of the time.  I can just imagine a whole new heap of glitches such as charging underneath a wall-flipping spy and knocking him down in mid-air.  I've got faith in you guys though.
Just to clear something up, hitboxes are basically a tight fitting skin around the spy/merc at the moment and they are updated realtime (and it's double checked when you move). There is absolutely no change the merc will be able to beserk you without actually colliding (as that's how it's called in game programming terms) with you. Same goes for the spy hitting the merc.

We might even be able to determine which part of the gun hit you. It would be if you get knocked down if you only got hit by 1 unit of the gun, get what I mean?

Roberto1223

so will it be possible to jump on a mercs head if hes berserking and succesfully knock him down?


cause i think that if u get a bat and start spinning with it and somebody jumps on ur head. i think that ur pretty much done even though u were spining with the bat.

unless of coarse u didnt jump precisely on the head and u jumped in the bat area lol.

LennardF1989

If we would implement such rules, yes.

Farley4Fan

Quote from: LennardF1989 on February 21, 2009, 09:42:44 PM
Quote from: Papa Skull on February 18, 2009, 01:11:06 AM
Jeez.  With the charge knocking down spies in mid-animation, these hit boxes better be right on the money 100% of the time.  I can just imagine a whole new heap of glitches such as charging underneath a wall-flipping spy and knocking him down in mid-air.  I've got faith in you guys though.
Just to clear something up, hitboxes are basically a tight fitting skin around the spy/merc at the moment and they are updated realtime (and it's double checked when you move). There is absolutely no change the merc will be able to beserk you without actually colliding (as that's how it's called in game programming terms) with you. Same goes for the spy hitting the merc.

We might even be able to determine which part of the gun hit you. It would be if you get knocked down if you only got hit by 1 unit of the gun, get what I mean?

I understand that Lennard, and that's why I was hoping that the hitbox system you guys have is refreshed constantly, and never leaves the spy's actual body.   :)

If the mid animation thing does get implemented, here's to hoping that you guys do a great job with the hit boxes, and I bet you will.