Aromov Posted April 21, 2018 Share Posted April 21, 2018 Is it possible to make a mod is to allow the player to use the abilities seen used by many of the creatures in this game complete with custom animations, such as the Glowing One's rad explosion? Link to comment Share on other sites More sharing options...
devinpatterson Posted April 22, 2018 Share Posted April 22, 2018 Is it possible to make a mod is to allow the player to use the abilities seen used by many of the creatures in this game complete with custom animations, such as the Glowing One's rad explosion? I think the glowing one animation is probably do-able, as some of the humanoid animations will translate back and forth (ghoul, super mutant human). The gamma burst is definitely do-able. I'll see if I can't put it together. But on a larger more encompassing, but related subject, I'd like to do some mutations. Lots of mutations. Gammaworld style. And maybe possibly, at some point in teh future mutant animal species to play. I think there is an enormously rich area to explore with mutations. Any interest in throwing around some ideas? Link to comment Share on other sites More sharing options...
Aromov Posted April 22, 2018 Author Share Posted April 22, 2018 (edited) If possible, maybe some weapon generating abilities similar to Alex Mercer from Prototype. Also monstrosity transformations similar to Resident Evil Edited April 22, 2018 by Aromov Link to comment Share on other sites More sharing options...
devinpatterson Posted April 22, 2018 Share Posted April 22, 2018 If possible, maybe some weapon generating abilities similar to Alex Mercer from Prototype.I'v never really played prototype, so I'd have to do a bit of research to get an idea of what your proposing. Also monstrosity transformations similar to Resident EvilWe basically have two methods that might be usuable. For humanoid monstrosities that can use human animations it would be a armor/outfit (obviously a very gnarly one). For monsterous mutants that aren't humanoid you can fake the experience by using a creature and it's animation (while the player is actually hidden via alpha or setScale or something similar). This allows you to use the critter while it's restrained but invoke it's animations so it "feels" like your playing the abomination. You attack to your left, the creatures left attack animation plays. You hit the move forward on the keyboard the creatures walking forward animation plays. I don't know how usuable it would be in first person though, so it would probably be better to move the camera's POV forward to the creatures perspective if that is possible. It's also a script based mechanic so it can be a hit on low end machines.I have a bit of experience with the above because of examining and porting Illyisms's rideable creatures (which I really need to update). There are a couple of other mod authors that use similiar mechanics for controlling/possessing bots/creatures and or mounts (two of which gave me permission to use in my mods). However even with all of those twools and my past experience it is not a simple undertaking and I'm skeptical I'll have time for an undertaking like that. My mind went more toward gammaworld style mutations. These are more like perks, but caused by radiation and FEV mutations. For example here is a pic of a chart; These are much smaller, bite sized mutations that could be worked on and one at a time to make what would eventually become a large collection. It could be a lot of fun. For example dual brain could be a RPG blast. A NPC in your head ;) Link to comment Share on other sites More sharing options...
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