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  #21  
Old 03-27-2009, 11:24 AM
Grizzlez Grizzlez is offline
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Originally Posted by Joseph Visscher View Post
I count 15 men in 1 screen, with ragdol physics. Dof can have thousands and thousands, of object and units on screen without ragdol physics, its either a few guys falling down with ragdoll physics or massive army battles unseen in a lot of modern RTSs.
Would definately prefer some epic battles than a small extra to the game. Sick of the armies with like 100 men on screen-thats not a real war, just a gang war.
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  #22  
Old 03-27-2009, 05:43 PM
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Yeah good point.WHen you have thousands of units I dont think you'll care about watching ragdolls that much...
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  #23  
Old 03-27-2009, 06:20 PM
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Originally Posted by LiTos456 View Post
Yeah good point.WHen you have thousands of units I dont think you'll care about watching ragdolls that much...
unless of course the bodies have collision damage XD troll picks up a soldier and throws him into your formation and it takes out a good number of them through the collisions and their subsequent collisions
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  #24  
Old 03-27-2009, 06:33 PM
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Originally Posted by nickson104 View Post
unless of course the bodies have collision damage XD troll picks up a soldier and throws him into your formation and it takes out a good number of them through the collisions and their subsequent collisions
I could do something *kind of* like that with unit scripting relatively easily, actually.

Have the ogre play pick up animation, make unit play being picked up animation. Then remove the unit, create a projectile with the unit's graphic, and have the ogre throw the projectile. Give the projectile low accuracy and high splash damage.

Besides the animation work, not too hard.
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  #25  
Old 03-28-2009, 05:28 PM
nickson104 nickson104 is offline
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Originally Posted by Andy Joslin View Post
I could do something *kind of* like that with unit scripting relatively easily, actually.

Have the ogre play pick up animation, make unit play being picked up animation. Then remove the unit, create a projectile with the unit's graphic, and have the ogre throw the projectile. Give the projectile low accuracy and high splash damage.

Besides the animation work, not too hard.
sounds cool wish i coudl do such scripting >.< ah well i have years ahead of me, maybe sometime in the future
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  #26  
Old 03-28-2009, 06:43 PM
Kell Aset Kell Aset is offline
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No rocks/ammo under hand? but lots of enemies? = lots of ammo hehe nice idea.
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  #27  
Old 03-28-2009, 11:47 PM
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Quote:
Originally Posted by Andy Joslin View Post
I could do something *kind of* like that with unit scripting relatively easily, actually.

Have the ogre play pick up animation, make unit play being picked up animation. Then remove the unit, create a projectile with the unit's graphic, and have the ogre throw the projectile. Give the projectile low accuracy and high splash damage.

Besides the animation work, not too hard.
That sounds so simple it makes me wanna do it
No really, I totally get it
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  #28  
Old 03-29-2009, 05:42 AM
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Originally Posted by LiTos456 View Post
That sounds so simple it makes me wanna do it
No really, I totally get it
whats not to get? the way he explained it is so simple an idiot could understand XD the hardest part of that for me is the fact i have no knowledge on scripting XD and the fact of the lack of such animations XD
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  #29  
Old 03-29-2009, 11:23 AM
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Yeah I know.
I hope you add it, because that would be a fun thing to watch :P
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  #30  
Old 03-29-2009, 12:01 PM
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Why not just script it yourself when the game comes out?
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