Trance_Allstar
I love lamp
- 18 March 2006
Re: WE/PES 2008 Next Gen - Discussions Thread (Last Update 08/22/07)
Yeah, it can seem like much hehe.
Though it's not that hard to be honest.
The input from the pad is calculated first.
The angle of the analog stick, the power on the power bar and the "timing" of the timing factor are all collected. Once those are collected, the game knows exactly what you want to do, and it can calculate exactly what trajectory the ball would get from your inputs.
The analog aim input and the powerbar are simple factual data, and the timing data, once collected, is immediately calculated (how far off timing-wise you were), and then scaled using the stamina data for the player (so that the error percentage is scaled up if the stamina meter is down). This Timing data is then used to affect the aim direction and the power of the pass (less power the worse timing you had).
After all the "Hard" input-data is collected (and the timing-data is calculated from the stamina bar, and the timing value is applied to the aim and power inputs), the game will apply various "corrupting" parameters to this, such as "Pass Accuracy", The players balance (which, as I suppose it is now, is also scaled for the players Balance stat, so that a player with good balance will be less affected by being pressured or such).
After all that is done, we now have a new set of data for the direction and power of the pass (if you were to go more advanced, you could also calculate ball spin data from a system which calculates how far off-center you struck the ball, which could be a result of misstiming the "timing factor" buttonpress).
Not hard at all.
Lol... she looks good from far but far from good..lol, but my thought were (like you said), good close up, shite from far, and what from middle? That was my question. .......
jesus!! Trance how long does it take you to write out one post? :shock: , I totally understand ur very valid points about the analogue passing/shooting, though, but it'll be a bitch to implement, imagine all the parameters that'll be programed to affect ONE pass made in a game especially if the player is in all the situations you penned down ala off balance, pressured, fatigued, etc :shock: ? Certainly Very complicated, but it'll be well worth every minute of coding for sure.... konami needs to see that post about the limited user control BY ALL MEANS NECESSARY..
Yeah, it can seem like much hehe.
Though it's not that hard to be honest.
The input from the pad is calculated first.
The angle of the analog stick, the power on the power bar and the "timing" of the timing factor are all collected. Once those are collected, the game knows exactly what you want to do, and it can calculate exactly what trajectory the ball would get from your inputs.
The analog aim input and the powerbar are simple factual data, and the timing data, once collected, is immediately calculated (how far off timing-wise you were), and then scaled using the stamina data for the player (so that the error percentage is scaled up if the stamina meter is down). This Timing data is then used to affect the aim direction and the power of the pass (less power the worse timing you had).
After all the "Hard" input-data is collected (and the timing-data is calculated from the stamina bar, and the timing value is applied to the aim and power inputs), the game will apply various "corrupting" parameters to this, such as "Pass Accuracy", The players balance (which, as I suppose it is now, is also scaled for the players Balance stat, so that a player with good balance will be less affected by being pressured or such).
After all that is done, we now have a new set of data for the direction and power of the pass (if you were to go more advanced, you could also calculate ball spin data from a system which calculates how far off-center you struck the ball, which could be a result of misstiming the "timing factor" buttonpress).
Not hard at all.
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