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froggyluv

Need Stun Animation

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I've been trying to put my finger on why it's not that satisfying to score a hit -no stun animation when an enemy is shot. Meaning, if you shoot an enemy with a non lethal shot, there is no reaction other than the blood cloud. Would be nice to see even just a twitch and a delay of action depending on the wound. Would be useful for falling as well replacing death from a 6 foot drop :D

Don't think it'd be that hard to implement.

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funny thing. I was just thinking th a similar thing. had a secen atatcking opfor but even a direct hit in the chest didn't really distract them much unless it killed them outright.

very good suggection

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Well there is only one way to get a fully realistic reaction to such a thing..any volunteers?

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Well there is only one way to get a fully realistic reaction to such a thing..any volunteers?

simHQ has the answer :D

eAKbplNGhDo

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There is actually a 'hit' animation but it only plays under certain circumstances. I placed an invincible guy in the editor and shot him a few times. It's the same animation that the player gets when a grenade goes off close by and you kind of jerk your torso back.

But yeah it would be great to have a few varied animations that play every time you shoot someone. Ghost Recon is a good example of this, that game had great animations for the enemy. It would also be nice if a guy didn't have to finish an animation before he decides to die.

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Another idea... when you fall in game it's just a static animation of you standing there. You should be flailing your arms or something.

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You should be flailing your arms or something.

... or occasionally drop the main weapon on a sever hit and some additional code to make that unit grab his gun again - if he's still alive. :D

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... or occasionally drop the main weapon on a sever hit and some additional code to make that unit grab his gun again - if he's still alive. :D

In the same vein, noticed that held weapons can be shot, sometimes preventing its user from taking a bullet (ever see those sparks when this happens?). I think having them shot out of hands would be reasonable if it happenend very occasionally.

...In a perfect Arma2 fantasy world, the weapons would have destructable optics, so you might need to yank that nice ACOG off after it takes a beating and use your back-up iron sights once in a while. Don't ever expect to see this implement4ed, but I can dream, right? :rolleyes:

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...In a perfect Arma2 fantasy world, the weapons would have destructable optics, so you might need to yank that nice ACOG off after it takes a beating and use your back-up iron sights once in a while. Don't ever expect to see this implement4ed, but I can dream, right? :rolleyes:

This is a nice idea and this should be possible without to much hassle. If the ACOG would be defined as proxy, you could either remove it completely on damage or even replace it with a broken/non-functional one. :yay:

It's a detail, but for sure it would be a nice thing. Though this screams for modifyable weapons and as such we're probably out of luck to get this any time soon... :(

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I agree this would be a great feature.

On a similar note, it would be cool to get the screen flash from VBS2 when you're being shot at :pistols:

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Il like the BIS First aid mod to be used by default, i think it works well since you can shoot as well, but you are highly impaired and it looks pretty good. The only problem is that it laggs like mad lol having large skirmished with all units synced will give you a massive FPS hit, im talking around 60 AI.(once combat has started) giving you 2SPF

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