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Posted: Mon Apr 21, 2008 7:58 pm
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.

Posted: Mon Apr 21, 2008 8:33 pm
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.

Posted: Tue Apr 22, 2008 3:11 am
by Tears Karan
LOL!! Corinth Needs To Slow himself down, His eyes must be doing speed or something.

Posted: Tue Apr 22, 2008 6:05 am
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.

Posted: Tue Apr 22, 2008 7:26 am
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! :)

Posted: Tue Apr 22, 2008 9:10 am
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.

Posted: Tue Apr 22, 2008 10:54 am
by Jared
Exactly.

Soh, if you can wangle this for the next update, we'll love you forever.

Posted: Tue May 13, 2008 3:48 am
by Aayla Vigil
This seems to be a funny coincidence:

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

Posted: Tue May 13, 2008 9:39 am
by Aldia
*oooh*! *oooh*! please add this soh! :P

Posted: Tue May 13, 2008 1:05 pm
by Larkit
/vote for this implementation.

Posted: Sat Jun 07, 2008 5:10 pm
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?

Posted: Sat Jun 07, 2008 5:20 pm
by Coren Ran
Use what you got already. I like it.

Posted: Sat Jun 07, 2008 5:49 pm
by Jamus Kevari
Love the idea.

Posted: Sat Jun 07, 2008 6:01 pm
by Aayla Vigil
Amazing job! :)