He's doing SP so I don't think there's any terrible lag between client/server. :)
On Tue, Nov 11, 2008 at 4:02 PM, Minh <[EMAIL PROTECTED]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

