I have done the melee combo system you described and Source engine 
handles it quite well. All animations can be specified to blend between 
each other by specifying a blend time (in the .qc file). Your animator 
would have to ensure each animation begins and ends in roughly the same 
spot to make it look good though.
    Regarding the sound thing.. Yea, that could be achieved by using 
timers.. though you'd have to be wary of server/client timing issues... 
(unless you're playing the sounds AND detecting the sounds on the client 
only).

Both systems shouldn't require too much extra code to implement, so I 
think you can do them fairly easily on the Source engine.

Walter Gray wrote:
> I'm currently in the process of trying to develop a small, but polished 
> game for a university class, and debating which engine to use.  Since 
> I've used it a bit before, Source is pretty high up on the list, but 
> this project would require a few things that I'm not sure I've ever 
> really seen in a Source powered game, and so I thought I'd ask the 
> community at large what they thought about the feasibility of 
> implementing them.
>     The first is to have fluid melee attacks and animations.  One attack 
> would have to lead into another in a way that makes me suspect we would 
> need some animation blending.  Oni would be the best example of the kind 
> of combat I'm talking about, to my knowledge.  Now, I have seen some 
> basic melee combat done in mods, but I have no idea how much effort it 
> took.  I've figured out how to at least hack together almost everything 
> else we'd need in the Source engine, so right now this is the biggest 
> unknown.  Does anyone have any ideas as to how difficult something like 
> this might be to implement in a non-multiplayer environment?
>     The second unknown, though I expect at worst it could be achieved by 
> creative use of timers, is to detect how close a particular button press 
> is to a sound event, such as a beat in the music or some other static 
> environmental sound.
>     Any guesses on the difficulties involved in something like this 
> would be a great help, and I'll keep researching on my own.  Here's 
> hoping that a source mod can do everything we need it to!
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>   

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to