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Custom defeat animations!


Luminara

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I was just thinking about my Ice/Willpower sentinel and Ghost Widow.  Both spirits, but when they're defeated, they slump to the ground like corporeal beings.  It occurred to me that the code for costume changes could be modified and repurposed to tie into defeats.  Someone playing a robot character could have a power down or collapse into a heap animation when defeated.  Someone playing a magic character could disappear in a puff of smoke when defeated.  Ghost characters could do the Spectral Daemon wail and disappear animation.  Et cetera.  We have bunches of appropriate animations already, waiting to be tied into a customizable defeat system.

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Get busy living... or get busy dying.  That's goddamn right.

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25 minutes ago, Rudra said:

That despawns them. How would you rez the character?

 

Little glowing pool of ectoplasm under where they were standing/floating?

 

5 minutes ago, Tyrannical said:

Technically the Self Destruct power does the same thing, but I know it's awkward trying to target the player's hitbox once it's been used.

 

I remember hating that power on my Empath.  I ended up getting in the habit of targeting them through shift+# targeting, which was *super* awkward to get used to.  And even then, the targeting box would "flicker" and de-target them half the time.

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11 minutes ago, Tyrannical said:

Technically the Self Destruct power does the same thing, but I know it's awkward trying to target the player's hitbox once it's been used.

As long as they can be rezzed by their teammates if/when needed. Fine with me.

 

2 minutes ago, Akisan said:

Little glowing pool of ectoplasm under where they were standing/floating?

That would work.

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17 minutes ago, Rudra said:

That despawns them. How would you rez the character?


The animation doesn't despawn the critter, it's played in sync with the despawn.  They're separate aspects of the engine.  The animation system has no control over what spawns or despawns, nor can it.  The engine handles that.  Critter is registered as defeated by the engine, defeat animation plays, timer counts down until the animation time is reached, then the engine despawns it.  If the animation were appended to character defeat and absolutely nothing else were done, the character would reappear a second or two later, exactly like what happens when you use LRTP and don't immediately select a destination.  But if it bothered people, translucency could be added at the end of the defeat animation.

Get busy living... or get busy dying.  That's goddamn right.

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I wouldn’t mind this. I actually think I suggested a similar thing back on live. Some of the other alt defeat animations I suggested were:

  • character turns into a cartoon gravestone
  • character runs away in a cowardly manner leaving a dusty after image behind.
  • character just rag dolls because some of us like the hilarious contortionist positions.
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On 11/16/2022 at 1:50 PM, Rudra said:

That despawns them. How would you rez the character?

What about that suicide prestige power, Self Destruction, available at the P2W Vendor?  You blow up and there's no body left behind even though it shows your character name as being in the spot where you died.  When I use a wakie inspiration to self rez, body reappears as I stand up from nothing.

 

How would you rez the character?  Same way as always.  You target the player (even if their corpse has been rendered essentially non-existent, there's still something there) and either hit them with a rez power or give them an inspiration.

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