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!
> >
> >
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>
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