Linking animations to mouse gestures

Post » Sat Feb 19, 2011 7:29 am

Hello all,

I had an idea for a mod that I might work on this summer.

The idea was to make some dodge animations where the player stands still => both feet stay on the same place

Then, when an enemy swings a sword at you, throws an arrow/whatever, you enter slow motion and (hopefully) use
mouse gestures to trigger dodge animations. If the animation is the correct one and you do not make contact with the blade
you're da man. Fatigue costs, damage or whatever is unimportant at this point.

My question to the modding gururs is this:

In your opinion is it (even remotely) possible to link animations to mouse gestures? If it is, the possibilities for next gen
combat mods would be limitless :clap:
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George PUluse
 
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Post » Sat Feb 19, 2011 4:29 am

Well, I think if you could find functions to track mouse movement, it'd definitely be possible. It'll be very complicated scripting and an extensive animation process, but it would be possible.
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Cagla Cali
 
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Post » Sat Feb 19, 2011 7:56 am

hmmm obse seems to be able to do the trick, I found a GetCursorPos function.

This however is in menu mode. Anyone knows if it's possible to make it work in game?
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roxanna matoorah
 
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Post » Fri Feb 18, 2011 8:32 pm

Hmm... Perhaps you could base it from the player's direction of sight. I remember seeing a function for that somewhere; it measures which direction the first-person camera is looking in (and what it would be looking in, in the case that the player is using third-person).

Measure the change in that from start to finish, and it would probably work.
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Frank Firefly
 
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Post » Sat Feb 19, 2011 7:13 am

Get ready to do a lot of math then!
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sophie
 
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Post » Sat Feb 19, 2011 2:00 am

This is not actually hard at all, even DR3 used mouse movement to "guide" dodge direction. Triggering anims by mouse movement is just the same as triggering them with any action.


The real work comes from:

-getting good animations

-getting them play snappy enough

-handling the hit avoidance. A small lean to the left will not prevent the actual hit from happening, Oblivion′s hit detection is pretty crude and seems to practically simply check the player′s coordinates. Also the NPC′s "home in", you can teleport behind them in the middle of their attack and they magically still hit you.


It′s all manageable, but it takes quite a bit of experimenting and patience to get such a system working, just saying. :)
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MARLON JOHNSON
 
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