RP/Taverncraft animations

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Bazil
Posts: 23

RP/Taverncraft animations

Post#1 » Wed Feb 17, 2016 9:53 am

Dear devs, could you please add animation to chairs in taverns?
It would be great to take cup of beer, while sitting somewhere in cozy place.
WoW have this feature and I believe WAR can into this too.
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Last edited by Bazil on Wed Feb 17, 2016 10:00 am, edited 1 time in total.
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ThePollie
Banned
Posts: 411

Re: RP/Taverncraft animations

Post#2 » Wed Feb 17, 2016 9:56 am

I agree, if it's possible. There may already be animations for it, or they may need to be created by hand.

Not a high priority, though.

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Glorian
Posts: 5019

Re: RP/Taverncraft animations

Post#3 » Wed Feb 17, 2016 10:06 am

As far as I know the devs can't add new animations or alter the Client. All they do is update the Server code. And change Communication between client and server.
Meaning to decrypt more and more what is send from Client to Server.

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saupreusse
Former Staff
Posts: 2646

Re: RP/Taverncraft animations

Post#4 » Wed Feb 17, 2016 10:39 am

I hope that someday all the NPC animations will work again (guards walking the streets in the city/ wolfs stalking through the forest/NPC Emotes and so on...).
On live all these kind of movements were implemented, but on RoR it seems that we dont have this feature (yet?)
Some of the places look really empty because of this, and mobs can often be found in clusters because they dont move around.
Saup - RR 8x WP
Son - RR 8x AM

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flintboth
Posts: 440

Re: RP/Taverncraft animations

Post#5 » Sun Feb 12, 2017 3:26 pm

I know necroposting is bad but why open a new topic just to say thanks for all the good work and the NPC animations are awesome, I have play on live server and walk in Altdorf RoR is really fun.

I like the guys drunken near the "Boat tavern" and the two other on deck tavern.
The two NPC brights wizards raging on a keg.
The other one waiting to the toilet door on the landing boat, it seem to knock to the door.

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Last edited by flintboth on Sun Feb 12, 2017 3:31 pm, edited 1 time in total.
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OldPlayer
Former Staff
Posts: 859

Re: RP/Taverncraft animations

Post#6 » Sun Feb 12, 2017 3:28 pm

On our RP core server it was called the "/sit problem". Mythic has repeatedly ignored players plea to make /sit animated or make characters able to enter the sitting position.
Consider the amount of work on that feature.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

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Glorian
Posts: 5019

Re: RP/Taverncraft animations

Post#7 » Sun Feb 12, 2017 5:50 pm

Has anybody noticed that there seems to be a group of Named characters in the guild Tavern at Altdorf warquarter?

One of them is sitting. ;)

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RyanMakara
Posts: 1563

Re: RP/Taverncraft animations

Post#8 » Sun Feb 12, 2017 5:55 pm

I sometimes take a walk around Altdorf/IC and see what NPCs can be altered/added to add a bit of immersion. Started with the Keg End event. I also add creature text bubbles at times which will trigger a dialog window once right-clicked upon, but they are far and few between at the moment. There's a variety of emotes that currently work for NPCs, but they have to be classed as 'looped', else an NPC fires off their set emote only once upon being in render range. When we get NPC emote scripting, we can put various emotes in a scripted sequence, allowing them to do much more than one set emote.

Would like to note that emotes differ from walking animations. This requires scripted pathfinding. Pathfinding is also necessary for enforcing true LOS, so that mobs know where collision models and door entries are, and do not mindlessly run through objects and walls while hunting players/other mobs.

As for having an emote to do both sit AND drink, that will either require custom tailoring NPC emotes together, or finding ones that correspond to this within the client. For player control over emotes we will also require client control. There's a few / emote commands lacking an obvious animation.
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blaqwar
Posts: 471

Re: RP/Taverncraft animations

Post#9 » Sun Feb 12, 2017 6:22 pm

Ah I'm looking forward to the patch notes with vitty remarks of changes being made to emotes in an effort to increase immersion and do justice to the amazing Warhammer Fantasy world!

- Grand Theogonist Volkmar will no longer yell "THERE, THERE!" pointing at the air in front of him, instead he will conduct himself in a manner befitting the most powerful servant of Sigmar.

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Glorian
Posts: 5019

Re: RP/Taverncraft animations

Post#10 » Sun Feb 12, 2017 6:32 pm

There is an sit /emote in Star Trek Online.
Took me only 12 tries to sit perfectly on a chair in Quarks Bar while playing Dabo. :D

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