[DONE] HOLD Animation

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Corinth Alkorda
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Post by Corinth Alkorda »

Basus Ororchi wrote:Have u seen how enemies move in the sample videos of the SWTFU game, when they are being force-held?

Technically, it appears to be the same power.

This emote is just perfect for hold! :clap: :clap: :clap:
Totally thought that said the STFU game. >_>

Sincerest apologies for being off topic.
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Kavar Starkiller
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Post by Kavar Starkiller »

Haha Corinth. Read a little too fast?

Anyway, I think it's a good idea. The new emote would help the action of holding someone like that.
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Tears Karan
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Post by Tears Karan »

LOL!! Corinth Needs To Slow himself down, His eyes must be doing speed or something.
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Jared
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Post by Jared »

Perhaps like ledge grab, talk emote, this could be implemented as client toggleable.

So: Jedi can turn it off (eventually), but NPC's will wiggle like this, as will initiates etc.
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Vantus
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Post by Vantus »

Jared wrote:Perhaps like ledge grab, talk emote, this could be implemented as client toggleable.

So: Jedi can turn it off (eventually), but NPC's will wiggle like this, as will initiates etc.
I like that expansion on this idea.

My only worry is that people will be forced into a submissive "panicked" state of RP when somebody picks them up due to the flailing, distressed look of this animation.
It would be kind of annoying to have people humiliate you constantly by grabbing you and making you look like a helpless kitty in a bag.

Jared's idea, if possible, would help sort this out! :)

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Post by Cyril Feraan »

I think, however, careful/smart RP solves this.

As long as we don't go around using it indiscriminantly, and instead save it for...you know...training, sparring, serious instances...then the 'flailing' appearance is appropriate. The instances where it would not be a surprise seem comparatively rare.
Last edited by Cyril Feraan on Tue Apr 22, 2008 1:49 pm, edited 1 time in total.

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Jared
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Post by Jared »

Exactly.

Soh, if you can wangle this for the next update, we'll love you forever.
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Aayla Vigil
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Post by Aayla Vigil »

This seems to be a funny coincidence:

http://jediknight3.filefront.com/file/Telekinesis;90119

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Aldia
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Post by Aldia »

*oooh*! *oooh*! please add this soh! :P

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Larkit
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Post by Larkit »

/vote for this implementation.
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Soh Raun
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Post by Soh Raun »

I think I found a nice way to implement this in a realistic way, without needing a configuration option:
  • If the target has a lower Jump level than the Hold level of his "attacker", he'll move crazily with the animation suggested in this thread.
  • Otherwise, with a greater or equal Jump level, the target stays calm and levitates like in RPMod 0.3.x
This is already implemented in the upcoming RPMod 0.4.0. What do you think?
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Post by Coren Ran »

Use what you got already. I like it.
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Post by Jamus Kevari »

Love the idea.
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Aayla Vigil
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Post by Aayla Vigil »

Amazing job! :)

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