Thank you! Once I have a chance to work out all the little bugs with this new rig, I genuinely hope you are correct :) Perfecting infantry in EaW is the Holy Grail for all modders...so here's to hoping the grail has been found.
Well, you're the only person I know who actively searches for the aforementioned Holy Grail of Empire at War infantry battles (and ground battles in general) and you did a fantastic job on this. Now infantry really feels important and unique, like having a real squad of individuals. This aspect mixed with the new environment textures and all the other new stuff really overwhelms me and adds element to Empire at War ground I've never thought possible. Thank you for making ground combat awesome again!
I don't think this is to hard from what i get from it and my understand of rigging and animations you can basically link the b_turret bone to the chest bone or 1 of the spine bones maybe even the pelvis and link the 2 clavicle bones if said model has them then link the b_barrel to b_turret so your animations don't look screwed then in the coding restrict the b_turret and b_barrel from going 360 to only 180.
Correct me if i'm wrong but that sound about right.
But if i remember right UAW did something like this cause they had turret and barrel on their marine models and had animations that would allow said model to shoot while moving.
Yep i just went and did this but my units has different type of running pose so they were holding their gun to their chest and shooting while moving so it looked kinda odd.
Yes, you are pretty spot on and close to the way I did it. It's actually not that hard but it was one of those "why on earth didn't I think of this sooner?" moments. Lol. Glad you got yours working too!
omg, you did it! I´ve tried and failed so many times... :D
gonna release a tutorial for it?
then maybe you could give them "Take cover" with absolute speed reduction but increased accurace/fire rate/damage/whatever...
That is probably the coolest update I've ever seen for ground combat. Maybe I'll even use infantry now. I like that you are always pushing the boundaries. Can you do something similar to fix the Jedi animations? Would be awesome to see a Jedi run up and cut someone down without stopping and then go through a whole squad with speed rather than leaving them there for 5 min to kill a weak infantry squad.
That is what I would like to try. Melee infantry may not work for this but even if it fails, it will be worth exploring, I think.
That said, Yoda's "berserk" ability solves this problem to an extent and I could just give that ability to every Jedi unit, then a unique secondary ability.
or you could give code as third ability with autofire and applicable on infantry units only, so that it solves this "omg, why does it takes so long to kill a group of weak soldiers?!" and you still 2 ability slots for use.
If I recall, I had a plan for giving infantry multiple attacks (grenades, flamethrowers, barrages, snipershots ect)using the same **** rancor grab used in the original game.
It'd change arms/eating animations and whatnot because it had two or three abilities coded to fire at exclusion of the others for its attacks. They were also range dependent if i recall too.
Was going to add in hero specific infantry execution kills, Grenades for infantry, sniper shots dept on range, Ect. Also was working on hero clashes with heroclash.xml. Have it predetermined at the start, Just animate the entirity of the fight..Then you don't get the back and forth vader vs obiwan ********.
You should try. TRY IT!!! XD It's a good game, I just wish they had made the Earth faction playable. I think the reason why they never did was because the earth faction would have made the game look like Halo. I've seen concept art for it that had a tank that looked like a Warthog, and a Mecha Suit liked the Cyclops from Halo Wars.
Man you are a genius! If everything goes well and you complete it, this should become a standard for all the mods out there. It will dramatically improve the immersion of the game.
Do you think you could code infantry to drop to a knee when firing if standing still? That could offer some protection/accuracy versus running and force the player to decide between sitting and fighting or fighting on the run.
If you could somehow allow for environment protection bonuses, say in a cluster of rocks or trees, and then make the infantry interact with that environment I would lose my mind.
Maybe use the secondary fire ability (like T4-Bs) to permanently change between hip-firing (normal movement, but poor accuracy) and aimed fire (slow movement, but higher accuracy)?
Or use the deploy ability to enable infantry to to prone and aim?
These are all good ideas that I will likely try at some point. First and foremost I want to really nail down the "turret" behaviors though...before adding more layers of complexity.
Farseer your revamping of the infantry is literally the best thing to ever happen to this game, it has needed this for years and there are so many possibilities. I'm psyched.
Farseer i truly appreciate and love how much work you put into making ground combat in Eaw. Like you said it was such a wasted opprotunity space battles are cool and mods make them cooler no doubt but, i love seeing massive ground wars with stormtroopers and AT-ATs storming rebel bases, and EaW kinda just missed the mark. This is incredible and just bravo looks great as always!
I believe you have made infantry in Empire at War dramatically more dynamic. If you choose to share the specs of how this is possible with the rest of the community, then indeed, you would have proven an asset to modding EAW like no other.
I normally do not comment on videos, images or even mods themselves, but I must express my amazement at this accomplishment. I shall certainly be keeping an eye on this mod.
VERY impressive. By creating this, you completely change the dynamic of land combat. And that's the thing; you RARELY see changes made to land combat in mods. Most modders leave it be, and very few new models exist for planet-side combat; most are just mods for space combat.
I bet if the EAW staff saw your changes, they'd be jealous.
You sir are a genius, I beleive you may have solved all infantry related problems with this game!
Thank you! Once I have a chance to work out all the little bugs with this new rig, I genuinely hope you are correct :) Perfecting infantry in EaW is the Holy Grail for all modders...so here's to hoping the grail has been found.
Well, you're the only person I know who actively searches for the aforementioned Holy Grail of Empire at War infantry battles (and ground battles in general) and you did a fantastic job on this. Now infantry really feels important and unique, like having a real squad of individuals. This aspect mixed with the new environment textures and all the other new stuff really overwhelms me and adds element to Empire at War ground I've never thought possible. Thank you for making ground combat awesome again!
Thank you very much! I can't wait to release and hear what people think after they actually get to play and experience it!
I don't think this is to hard from what i get from it and my understand of rigging and animations you can basically link the b_turret bone to the chest bone or 1 of the spine bones maybe even the pelvis and link the 2 clavicle bones if said model has them then link the b_barrel to b_turret so your animations don't look screwed then in the coding restrict the b_turret and b_barrel from going 360 to only 180.
Correct me if i'm wrong but that sound about right.
But if i remember right UAW did something like this cause they had turret and barrel on their marine models and had animations that would allow said model to shoot while moving.
Yep i just went and did this but my units has different type of running pose so they were holding their gun to their chest and shooting while moving so it looked kinda odd.
Either way good find.
Yes, you are pretty spot on and close to the way I did it. It's actually not that hard but it was one of those "why on earth didn't I think of this sooner?" moments. Lol. Glad you got yours working too!
Once again, wonderful work!,
Once again, thank you sir!
About time someone did something about the infantry.
That is cool, I hope many other mods like TR see this and put it in their mods too!
Most impressive, this is really a massive improvement to the game.
omg, you did it! I´ve tried and failed so many times... :D
gonna release a tutorial for it?
then maybe you could give them "Take cover" with absolute speed reduction but increased accurace/fire rate/damage/whatever...
I do plan to release several modding tutorials when I'm done, actually. No reason to horde all my discoveries; I'm all about spreading the love!
Thank you for not hording your discoveries and spreading the love! Unlike one, now dead group I will not name.
Haha. Now I'm curious...
This look awesome!I always hated that infantry squads had to walk up to each other and form a firing line.
This will make me reinstall eaw.
That is probably the coolest update I've ever seen for ground combat. Maybe I'll even use infantry now. I like that you are always pushing the boundaries. Can you do something similar to fix the Jedi animations? Would be awesome to see a Jedi run up and cut someone down without stopping and then go through a whole squad with speed rather than leaving them there for 5 min to kill a weak infantry squad.
That is what I would like to try. Melee infantry may not work for this but even if it fails, it will be worth exploring, I think.
That said, Yoda's "berserk" ability solves this problem to an extent and I could just give that ability to every Jedi unit, then a unique secondary ability.
or you could give code as third ability with autofire and applicable on infantry units only, so that it solves this "omg, why does it takes so long to kill a group of weak soldiers?!" and you still 2 ability slots for use.
Yes, I thought of that actually. Haven't tested it yet though but it's certainly on the list!
If I recall, I had a plan for giving infantry multiple attacks (grenades, flamethrowers, barrages, snipershots ect)using the same **** rancor grab used in the original game.
It'd change arms/eating animations and whatnot because it had two or three abilities coded to fire at exclusion of the others for its attacks. They were also range dependent if i recall too.
Was going to add in hero specific infantry execution kills, Grenades for infantry, sniper shots dept on range, Ect. Also was working on hero clashes with heroclash.xml. Have it predetermined at the start, Just animate the entirity of the fight..Then you don't get the back and forth vader vs obiwan ********.
I got lazy.
Pretty impressive I actually just watched a video with this same mechanic for galaxy at war.
Somebody else had mentioned that as well... Truth be told, I won a free copy of UaW on Steam but I have never played it. Lol.
You should try. TRY IT!!! XD It's a good game, I just wish they had made the Earth faction playable. I think the reason why they never did was because the earth faction would have made the game look like Halo. I've seen concept art for it that had a tank that looked like a Warthog, and a Mecha Suit liked the Cyclops from Halo Wars.
Thanks all!!
Man you are a genius! If everything goes well and you complete it, this should become a standard for all the mods out there. It will dramatically improve the immersion of the game.
Thank you :)
This is just awesome. Very well done!
Thanks!
Ohhhhhh my god it's so good.
Do you think you could code infantry to drop to a knee when firing if standing still? That could offer some protection/accuracy versus running and force the player to decide between sitting and fighting or fighting on the run.
If you could somehow allow for environment protection bonuses, say in a cluster of rocks or trees, and then make the infantry interact with that environment I would lose my mind.
Maybe use the secondary fire ability (like T4-Bs) to permanently change between hip-firing (normal movement, but poor accuracy) and aimed fire (slow movement, but higher accuracy)?
Or use the deploy ability to enable infantry to to prone and aim?
Man, I'm getting all sorts of ideas right now.
These are all good ideas that I will likely try at some point. First and foremost I want to really nail down the "turret" behaviors though...before adding more layers of complexity.
Farseer your revamping of the infantry is literally the best thing to ever happen to this game, it has needed this for years and there are so many possibilities. I'm psyched.
ground seems playable now
This changes ground battles forever.... I don't think I can play another mod after this comes out. You have outdone yourself, again
One more comment from me for this. I'm reminded a little of Halo when I see this!
Thanks you three!
Farseer i truly appreciate and love how much work you put into making ground combat in Eaw. Like you said it was such a wasted opprotunity space battles are cool and mods make them cooler no doubt but, i love seeing massive ground wars with stormtroopers and AT-ATs storming rebel bases, and EaW kinda just missed the mark. This is incredible and just bravo looks great as always!
Great idea! This could mean wonders for EaW gameplay.
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I believe you have made infantry in Empire at War dramatically more dynamic. If you choose to share the specs of how this is possible with the rest of the community, then indeed, you would have proven an asset to modding EAW like no other.
I normally do not comment on videos, images or even mods themselves, but I must express my amazement at this accomplishment. I shall certainly be keeping an eye on this mod.
VERY impressive. By creating this, you completely change the dynamic of land combat. And that's the thing; you RARELY see changes made to land combat in mods. Most modders leave it be, and very few new models exist for planet-side combat; most are just mods for space combat.
I bet if the EAW staff saw your changes, they'd be jealous.
hey is this included in the latest version of your mod just wondering before I download? great work btw
i would also like to know this :)