mcsupersport wrote...
The cut-scenes already look at your armor and use your model to run the scene, why can't you just run a check on the weapon drawn at the time of trigger and use that ???? It shouldn't be any harder than checking for all the dlc armor's , helms, random pieces that can be put together to be used in the scenes?? And if you are trying to tell me it is, then I can't really say I believe you, because you CAN do it with all the pieces and styles of armor.
Always wondered the same thing myself. Not doing it with weapons is just lazy.
You could put it down to needing different animations for the characters but surely you only need one animation for each weapon type - not each individual weapon, and you just need to specify a weapon priority list.
Cutscenes should go something along the lines of ...
What armour is character equipped with? - Display equipped armour.
What is the weapon priority order? - Pistol/Shotgun/Assault/Sniper
What weapons is character equipped with? - Display first equipped weapon type from priority list.
What weapon type is selected for display? - Load animation for equipped weapon type.
Yes this still adds up to a fair few animations given the amount of characters but how many cutscenes actually have more than Shep and 2 team mates in and how many have anyone other than Shep with their weapons drawn?
At most, each character needs 4 animations for the weapon types. So number of actual weapons being a factor is rubbish.
-Edit-
Changed the wording to be a little less antagonistic.
Modifié par Orkboy, 16 juin 2011 - 02:54 .