(12-16-2010, 11:41 PM)darkdragon_ycart22 Wrote: I got a frontal view when I tried to OB while jousting NIOH on an AI... And when I asked TM for a schematic screenie (of the same angle), he got a similar (a rather zoomed out frontal) NIOH joust.The more I think about it now, the more i believe that the replay function is based off a hierarchy of "inputs".
http://armoredcoreuniverse.net/forum/ind...st&p=15878
The parry blade, in its attack position, might have priority over OB. When you wield and fire any other R-arm weapon while OBing, the camera is focused behind the AC.
In addition, the camera will remain focused behind the AC until the OB is canceled (manual stop, collision with object/surface, energy depletion). I found this out when I OBed for 5-10 minutes straight (using Gameshark, in VS mode, but that's a story for another time). The replay camera remained behind the AC at all times as I maneuvered it through the Orbital Platform.
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Note: Only applicable to LR. the 3rd person replay function of previous games are different. 4 and 4A lack such a system to begin with.
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Hierarchy Theory (incomplete)
-An RNG is used as a base.
- Most camera angles seem to be produced at random. Especially in mid-range fire fights.
-OB activation has priority over regular movement.
-OB movement has priority over weapons, the exception being the parry blades in attack position.
-At the opening of the match, each AC gets a set amount of screen time, I think 2-5 seconds each.
Unsure:
Weapons: These only apply if the projectile makes contact with the enemy. If not, then these are ignored. For a specific scene,unless the ACs are standing still, the camera remains in a relatively fixed location. It will not keep a constant distance with the AC. For example, if the camera starts out close up (which I will regard as a close-up shot) and the AC boosts backward, the camera will not change position and will view the AC as farther away. The angle will remain that way as long as the AC is viewable on screen, if it boosts forward into the camera, the angle changes. If the AC is no longer visible to the camera at any given time, the angle changes.
-Long range weapon attacks usually have panned out camera angles.
-Close range weapon attacks, such as parry blades and energy blades, and relatively short range weapons, such as handguns, receive up close shots, while firing.
-Medium range weapons (rifles, AST rifles, linear, AST linear, bazooka, spread bazooka, laser, hi laser, plasma, pulse, Missile(?), Rocket(?)), receives mid-range camera angles.
-For missed shots, regardless of whether they barely missed the target or were blatantly off target,
Not completely studied with back weapons.
OR:
-The replay system could be produced from a hierarchy that has a number of potential angles that is randomly chosen.
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I deduced these points from the aforementioned thread as well as a few of my own replays (non-competition).
I suspect that the system itself has errors. For example, some scenes last only one frame.
Whenever I see a world untouched by war, a world of innocence, a world of lush forests and clear rivers...I really just wan to nuke the crap out of it.
- Ghost, Starcraft II.
- Ghost, Starcraft II.