TheJay 0 Posted October 14, 2007 On the topic of jumping, I don't think it is really needed. But what is needed is some sort of climbing or mantling mechanic.For good examples of this look at Call of Duty 2 or System Shock 2. The way I see it working is that you walk up to a wall, ledge or object and hold the "mantle" button which "attaches" you to the it. Depending on the size of what your trying to climb (limit it to things that are slightly taller than the player) your weapon will be shouldered. Press the forward key to start pulling yourself up. The rate of the climb depends on how much the player is carrying and/or his conditioning. If the "mantle" button is released the climbing will stop and the player drops to the ground from his current position in the climb. You could even do cool things like when the forward button is released you stop climbing but you stay at your current position on the wall. This would enable players to lift themselves up tall walls and take a peek at whats on the other side. Hit the backup button to reverse the process. This could potentially add a new coop dynamic if another player could help the mantling player. They could get to the top of higher walls. Climb into windows. Increase the climb rate. An example: 1. You come up to a waste high wall. Normally you would have to find a way around. But here you walk up to it, hit the mantle button and press the forward key. Your character attaches to the wall and hops over it. Your weapon will be unavailable during this time. Share this post Link to post Share on other sites
dr_eyeball 16 Posted October 16, 2007 I guess the hardest part would be creating the various animations required for the various heights involved. Eg: It might require an animation for:<ul>[*]knee high objects (only for special cases) [*]waste high objects/windows/fences [*]shoulder high objects/walls [*](reaching) above head high objects/walls I guess you would also need slight variations for climbing up onto an object (eg: box) and another for climbing over the object (eg: wall). The game "Hidden & Dangerous 2" also had a very good mantling implementation for objects/walls up to just above head height. Share this post Link to post Share on other sites
Lou Montana 101 Posted October 16, 2007 TheJay, you played too much Splinter Cell Chaos Theory Coop mode But, for some objects (I don't really know how to implement this in ArmA engine, but, who knows ?), yes I think it would be a really nice find to add an anim working like that : 1/ If you want to climb press the forward button, then an anim is slowly starting (so you can stop pressing forward if you don't want to climb) - or add an action button to climb 2/ Once on top, you get up on kneel so you won't get killed each time you climb ^_^ 3/ if you stop climb anim at the right spot, you just have your head surrounding the upper floor, that way you can look up to a potential enemy 4/ if you press backward button, you get on the floor 1.5-2x faster than climbing, so you have a chance to stand against an attacking enemy Not that bad, heh ? Share this post Link to post Share on other sites