in my dreams it was f'n awesome.
Forum > Suggestions > Pre-Snap motion
Skoll Wolfrun
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Originally posted by Bane
in my dreams it was f'n awesome.
even though I am a DC at heart, if the game was more Pro football and less PeeWee...it would be awesome. But there are just too many limitations to dots.
in my dreams it was f'n awesome.
even though I am a DC at heart, if the game was more Pro football and less PeeWee...it would be awesome. But there are just too many limitations to dots.
rivergato
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Originally posted by beenlurken
nb4someonelinksthepresnapmotionteplaysfromtestserver
I have the link but test server has been down for days...
It dead.
nb4someonelinksthepresnapmotionteplaysfromtestserver
I have the link but test server has been down for days...
It dead.
Phantom Of The Opera
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Originally posted by Bane
Originally posted by kinserboy111
I'm not sure what you mean.
Me neither, please elaborate
weather the defnse was is zone or man to man, allowing a audible from the AI packages if needed.
Originally posted by kinserboy111
I'm not sure what you mean.
Me neither, please elaborate
weather the defnse was is zone or man to man, allowing a audible from the AI packages if needed.
PhillyFossil
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I would think the OP could be simply implemented as an "allow audible yes/no" option in the AI.
A defenseman assigned to man coverage on a single position should automatically follow that player as he goes in motion, or the LBs/DBs should automatically shift based on pre-set play coverage logic. That's one of the nice things about the DPC, so the defense technically should not need a bone tossed to them.
However, if defensive play logic is not working as it should due to a bug or error in script, then that issue should be addressed before implementing offensive motion audibles. I haven't experimented with that part yet, so I'm not sure whether there is an issue there (play logic) or not.
A defenseman assigned to man coverage on a single position should automatically follow that player as he goes in motion, or the LBs/DBs should automatically shift based on pre-set play coverage logic. That's one of the nice things about the DPC, so the defense technically should not need a bone tossed to them.
However, if defensive play logic is not working as it should due to a bug or error in script, then that issue should be addressed before implementing offensive motion audibles. I haven't experimented with that part yet, so I'm not sure whether there is an issue there (play logic) or not.
Originally posted by yello1
there would need to be a point.
Originally posted by yello1
Would look cool.
there would need to be a point.
Originally posted by yello1
Would look cool.
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