Guide to Flight Poses: Difference between revisions

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==Overview==
==Overview==
[[Image:Flypose.jpg|200px|thumb|Different flyposes]]
[[Issue 9]] adds several new [[emotes]], this guide revolves around the flight pose emotes. blah blah around before but were random blah blah resisted because emotes aren't supposed to override regular animations blah blah.
[[Issue 9]] adds several new [[emotes]], this guide revolves around the flight pose emotes. blah blah around before but were random blah blah resisted because emotes aren't supposed to override regular animations blah blah.


Each emote must be used during flight. There is no banking animation, and they can easily be interrupted.
Each emote must be used during flight. There is no banking animation, and they can easily be interrupted.


:'''flypose1''': arms fully outstretched in front.
:'''flypose1''': arms fully outstretched in front (top left corner of image).
:'''flypose2''': one arm in front, one arm pulled back to side, and one knee pulled upward, as if flying to punch something.
:'''flypose2''': one arm in front, one arm pulled back to side, and one knee pulled upward, as if flying to punch something (top right corner of image).
:'''flypose3''': arms stretched forward and to the side in a Y-formation. airplane
:'''flypose3''': arms stretched forward and to the side in a Y-formation (bottom left corner of image).
:'''flypose4''': head up and arms pulled back to side, in an "I dare you to shoot at me" pose.
:'''flypose4''': head up and arms pulled back to side, in an "I dare you to shoot at me" pose (bottom right corner of image).
::Imagine '''''flex1''' ('''flexa'''): Fists raised, flexing arms stance'', except laying down, facing forward
::Imagine '''''flex1''' ('''flexa'''): Fists raised, flexing arms stance'', except laying down, facing forward
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Revision as of 01:30, 16 November 2008

Overview

Different flyposes

Issue 9 adds several new emotes, this guide revolves around the flight pose emotes. blah blah around before but were random blah blah resisted because emotes aren't supposed to override regular animations blah blah.

Each emote must be used during flight. There is no banking animation, and they can easily be interrupted.

flypose1: arms fully outstretched in front (top left corner of image).
flypose2: one arm in front, one arm pulled back to side, and one knee pulled upward, as if flying to punch something (top right corner of image).
flypose3: arms stretched forward and to the side in a Y-formation (bottom left corner of image).
flypose4: head up and arms pulled back to side, in an "I dare you to shoot at me" pose (bottom right corner of image).
Imagine flex1 (flexa): Fists raised, flexing arms stance, except laying down, facing forward

Bind autorun and flypose to same key

Try this:

/macro Fly1 "autorun 1$$e flypose1"
/macro Fly2 "autorun 1$$e flypose2"
/macro Fly3 "autorun 1$$e flypose3"
/macro Fly4 "autorun 1$$e flypose4"

Then when you're ready, bind R (or your autorun key) to the flypose you want.

/bind r "autorun 1$$e flypose1"

In both cases, you have to press the macro/key twice. Once to start autorun, and second to activate the fly emote. If you use the default, "+autorun", then pressing R twice will start and then stop autorun rather than continuing it, thereby interrupting your flypose.

Cycle through flyposes using bind files

If you don't mind binding it to a key, you can have a key load a bind txt file each with flight pose. So each time you hit the key, it'll fire off a pose, and load the next text file.

So set yourself flying forward and we'll say bind it to the T key. Set up four text files:

flypose1.txt

T "e flypose1$$bindloadfile c:\coh\flypose2.txt"

flypose2.txt

T "e flypose2$$bindloadfile c:\coh\flypose3.txt"

flypose3.txt

T "e flypose3$$bindloadfile c:\coh\flypose4.txt"

flypose4.txt

T "e flypose4$$bindloadfile c:\coh\flypose1.txt"


Other