Note to everyone else: If you want the other AI's to react to the "Stun" punch you will need to add the following to the their TRAC:
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMKONOKOwatch_radio</Animation>
</TRACAnimation>
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMKONOKOwatch_start</Animation>
</TRACAnimation>
<TRACAnimation>
<Weight>100</Weight>
<Animation>TRAMKONOKOwatch_stop</Animation>
</TRACAnimation>
As for EdT - you should start thinkning about creating some nice animations for these "stuns" and throw escapes.
Don't be scared. All Konoko derived, all Striker derived and all Comguy derived classes need these:
- punch stun anim (gut punch) + response
- kick stun anim (gut knee) + response
^Those should be very, very short
Next:
- stunned in pain
- fall to the ground from stun
- escape move(s)
We can have as much escape moves as we want, but I would like to see one offensive escape move ( some sort of counterattack ) and one defensive ( quick dashout ).
First is good to be used in 1 vs 1 as you can reverse situation and became attacker.
Second is useful vs group as it is better to back away.
Tanbou
]]>]]>I really, really like this.
THREAD HIJACK
Throw escape tech demoReal Life wrote:Screw this, I am going home...
I really, really like this.
]]>It seems like they have the potential to make the throw moves more or less useless, but I imagine the game developers wouldn't want that. Do throw escapes require extremely precise timing that's difficult to predict beforehand, or something?
(Also, I've got a listing of settled and unsettled points from this conversation up in the OP, so if anyone wants to discuss anything from there, go ahead.)
EDIT: Finally got a chance to try Mukade's VDG mod. It's really fun. I think in the long run, though, it would probably be more interesting to just shorten the VDG's stun time (so your best followup to a VDG shot, instead of just a backbreaker every time, would vary depending on how far away you were etc). But I'd definitely consider turning the PSP into something like Mukade's version of the VDG.
]]>Solved escaping issue - now you can escape the sequence after initial stun. Requires reflexes and a bit of luck, but can be done.
Performed with AI which was set to throw each time it gets a chance, so "double stun" is present due to that. AI can force throws (does not have to virtually press attack + forward), so it grabbed me from escape move several times in a video.
I doubt player can pull off that "double stun", especially if we count in lags.
Tanbou
]]>Edit: Hmm, is this a new demo?
]]>Screw this, I am going home...
I may be wrong...
]]>