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Editor:
Melee weapons are in arsenal, but can't be placed as objects in the Editor.
Animation:
Primary weapons on the back flip upside down during attack swings.
Although I assume it will be part of the "stealth attack" future feature, it is not possible to crouch when wielding a weapon.
When playing as the AI Melee unit, swimming animations are disabled. There is also an unusual bug where the stealth balaclava removes itself when the unit is in water.
It also also possible to lock AI melee units in a running state. Either when playing as one. Or by continuously swinging so that they backpedal. They'll simply run in a straight line forever.
Sound:
Drawing sounds for different weapons are the same. Eg equipping the police baton sounds like drawing a sword.
Gameplay:
The field of view change when defending (secondary fire/zoom) can be disorienting and nauseating during long fights.
When doing the large swing attack with the cossack sword, or doing a dodge (spacebar) with any weapon, the character may briefly clip into a wall, dealing it damage.
The green bar representing momentum of the weapon is practical. But swinging weapons is also tiring. Perhaps include a fatigue cost to the animation.
Thanks for a feedback. Here is what i can say.
1) Melee weapons will not be added as placeble in editor, for now.
2) Weapon flips cause those animations was maded back in january and i just placed those weapons upside down by mistake, and in march my HDD died and i lost every single blender file, including a lot of melee animations. So for now i cant fix it, and i dont want to re-animate stuff in 3d time. But i will find a solution how to fix it.
3)I thought that it will not be neccesary to add a crouch position, cause i was making this mod for lightsabers usage first, but for now you are right, crouch positions will be added in *Stealth update*
4)You are not suppose to play as Melee Ai, cause this unit was maded to represent AI in my mod, and all AI scripts will be loaded to you if you play as this unit. But i will fix it in next patch.
5) I will add new sounds and animations for drawning.
6) About fow, just go in setting - view and disable temporary zoom. I cant do anything about that. If you still want to use zoom, just put it on other buttons or your mouse (Same as i do)
7) About dodge dealing damage - i cant do anything about that, that is arma. And i dont want to disable damage for players in that moments, cause they will be invincible even for rifles (was tested). Maybe later i will find a solution, but for now just dont jump into wals.
8) Stealh balaclava will be removed because its an arma feature. It is not connected with my mod.
9) Different weapons will have different stamina and distance parametrs in future.
https://s2.imagebanana.com/file/201120/i6TV3v5K.png
not defined variable _rndanim
PS: With certain weapons, the character holds binoculars in his left hand. (This happened with the police baton)
I noticed that:
Some suggestions/changes that would be nice:
I absolutely love this mod, I already tried with Ravage and it works how it has to.
Keep up the good work!
With either RHS or CUP clothes armor or whatever, the enemy can hit me, but probably not kill me. Anyway I've survived massive melle attack from different directions. The mod is also yet incompatible with Burn'em which is pity (main ai bots can die in flames why meleeAI just ignore it). Also had not found shields in any place.
And could it be possible to make a melee logic to turn on on basic units on a certain distance from the enemy?
An example would be you can spawn a bunch of melee AI and throw a stun of concussion grenade into them and they would all just die upon impact.
Being able to pass out and still live whilst holding a melee weapon would be great.