Pseudo ps2-era building destruction animation test. #1146
Replies: 10 comments
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that's pretty cool |
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thats working the same as every animated door in game, you can now make it better! ;p |
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It's something that was in the back of my head for quite some time, this simple animation, hahah |
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Did you mean, "might be straightforward, but could have unforseen complexities that would completely change the prioritization of the issue, so we should let it go through the normal planning and estimation process"? |
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^ What the fuck |
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Would it be possible to set some new trigger ent actived when there is an explosion to destroy the building ? |
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In theory, if we had a projectile-activated trigger type, then one could maybe surround the building with the triggers, then be active when you shoot at it. |
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this one of the basic feature from other games that I always missing in RE :/ |
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Well, maybe instead of an action parameter we should make a mask parameter with all the weapons or action that active the trigger like proximity, pressing E, each weapon shot |
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Just a little thing i did some weeks ago when i was learning how to export animations and configuring them on the engine...
You use the trigger, the animation plays, puff, no building, and only some small debrees are left on it's place.
https://youtu.be/8VSDE9gIEKo
If someone would like to test it by themselves to understand how it was made:
destruction-testmap.zip
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