Ode to handgrenade


(Joe999) #41

i give you a different answer: when i saw the nades coming straight out of your body in qw and in wolfenstein with async animation, both games felt bugged for me as a first time user. i knew how it was in qw, but didn’t think of that behaviour in wolfenstein. when i tried wolfenstein for the first time, i thought “damn, that game is bugged. i’ll try again when they fix it”. and from that moment on i lost interest. and it wasn’t the nading animation alone, was also with gun firing :slight_smile:

for me the nading in wolf:et is much more fun than what it is in qw and in wolfenstein.


(deadlights) #42

I think it would be cool to have any movement W S A D effect the way a nade is tossed. I also think rolling would be cool.


(Bezzy) #43

[QUOTE=shirosae;198775]Came here to post this, pretty much. I wouldn’t mind vertical motion also, so I could quarter-circle up a ramp for some extra distance.
[/quote]

Agreed, I was definitely talking about your entire velocity being dotted with your aim direction, not just the XY components.

That said, I wouldn’t mind if I could curve a grenade throw slightly by torquing to the side just as I release (maybe as an alt-fire so it doesn’t get in the way?). How would you do that? Take the initial torque vector, then do a cross product with the grenade’s momentum vector to get the inwards acceleration and calculate a flight path to send to all the clients?

I thought of something like this on something totally unrelated (and not in the game). If you just used aim as a way to give after touch, that’d feel kinda natural, and not far off the laser guided hl2 missles (but with gravity and a fuse, obviously). It’d be subtle, and a bit of a pro-skill to use intentionally, but yeah, could be cool.


(Rahdo) #44

We’re still ironing out issues with our weapon handling, but suffice to say, the action of throwing a grenade is fast… don’t want it slowed down by long articulated hand gestures. So you go to throw, you see the hand toss very quickly and bang it’s in the air in one very smooth, very fast motion.

I have to say one of the best things about working at Splash is the animators are totally down with making actions as fast as possible. Almost everywhere else I’ve ever worked, it’s like pulling teeth to get fast actions. But our guys here appreciate how important it is to have things fast and responsive! Thanks Faab, Boris and Bull! :slight_smile: