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Discussion in 'Fallout General Modding' started by Josan12, Feb 22, 2008.
The recoil seems too strong to me. About half that distance would be more realistic, I think.
Both the sniper and the minigun animation are awesome. But i always felt the rifle animations were a bit lacking IMO, they fit for shotguns but the assault rifle and FN FAL didn't seem to quite fit.
The "floating back" thing is not good. It looks not real, more like Michael Jackson.
I thought exactly the same.
Yeah, the recoil is way too excessive. A step or two back, as was said, would be much better. I love the ejecting shell-cases, though.
Hehe. Moonwalking minigunner Ok, I'll try reducing it to a few steps back, and i can easily remove it completely if it doesn't work. So how do people feel about it with only the ammo strap, shell casings and improved gun'fire'?
I love the chicks, but about the minigun animation. well +A for effort but there's alot of flaws in it..
For starters, this might sound sick but i love the vanilla animation for the minigun. As the PC buckels up before starting to fire the minigun, that looks realistic, now i know a minigun would have quite a woolop of a recoil, but flying that far back? that seems strange.
I recommend, dont know about everybody else in here, but i recommend that you dont change to much of the vanilla animation, as he dosent fire a big burst of bullets with the minigun, he should be starting the animation like vanilla, but after he fired the minigun it should look like he abort the fire becuase the recoil strain to much, and as such at the end of the "firing season" he should take his right leg, one step backwards.. release some tension on the minigun by pointing it downward, and then continue to take the same leg, step forward, and return the minigun to the current idle position. thats just my recomendation.
I - simply - would edit only the original frames with new details. Like you see on the image, the ammo belt, etc. on the critter, but animation stays the same. I didn't tested it, but I bet, the minigun shooting animation up there in the posts is to long for the minigun sound.
For anyone wondering, Wakizashi Blades cutting people in half will be extremely hard to do. It seems that the engine doesn't care about melee weapon death animations, as I discovered when I tried to do the exact same thing with the Ripper. This is also why you never see the Pulse Rifle Barbecue death animations when you use the Cattle Prod. As someone has suggested, it could be done by changing the scripts of every single human critter in the game, which is my idea of "extremely hard". Then again, I'm no scripting type.
You could edit the minigun animation when using a gattling laser so that it would shoot small red beams. Also I think that the energy weapons' bullets look pretty lame so if possible, you could edit them a bit.
AFAIK Minigun doesn't give a recoil like that - it....uh.....jumps in your hands, not pushes you backwards like a standard machine gun, as it has diffrent firing method. It tends to make circles with it's front, insted of going back. My suggestion would be adding animation for shells flying out of the gun (but not too many) and that barrels'd spin a bit before spitting the steel rain, but not changing the firing animation itself.
P.S. I eagerly await the sniper animation - the game lacks it so much! Keep up the good work!
P.S. 2 Throwing animation could use some work, too. And a new animation for the Sledgehammer like a golf club - hit from below going up, if ya know what I mean.
Thats the plan. Not until the Wakashi blade animations is done though.
Here's the Sniper JA & JH for PA. Needs some finishing off, but you get the idea:
That`s kicks ass!!!
I totally creamed my pants.
Whoa, pretty good! :applauds:
I thought about the idea of turning that Sniper-Rifle lookalike in the sprite into a Gauss Rifle for the Power Armor and Advanced Power Armor, but I think it would be too much work for you, although it somehow is thematicaly apropriate.
Can we use your animations, when they'll be done, in FOnline?
Keerrist! these animations are awesome. Can't wait for them to be finished.
By the way, these animations are armor specific right? so let's say I used the modified leather jacket files, it wouldn't matter if the rifle I'm using is scoped or not, the animation for it will still be the one that you brewed.
This looks awesome. Do you think this is something you'll add to the followers for the NPC armor mod so we can see Cassidy look down the scope? Obviously not a priority, but somewhere down the line perhaps?