Cpt(K) wrote:Well, I think it's pretty good too. I have some questions though: I have to ask, are mid range post-up shots available (like 12 feet or more out)? I've tried to do some in-game but usually they perform a standard jumpshot or fadeaway. Scoring with guards is relatively balanced, but big-men with good shooting ratings (FG and 3PT) seem to be missing that mid-range game. Also, have you been able to determine if the timing for the CPU-controlled shots can be altered? I ask this because since I use the CPU to control all shots, I have to depend upon the player being open long enough to release before they are blocked.
Given sometimes they are contested very late and can still score, I just thought speeding it up a little bit or perhaps if possible dependent on the sigshot assigned (quick release for R.Allen/S.Curry and so on caliber jumpers, slower for other lesser shooters) or player rating (FG > 80 would mean a very quick release, FG < 60 would be slower and 70s neutral)? As I understand it there's a single time (probably almost 1 or 1.5 seconds in-game) assigned for each release. I think sometimes certain animations appear to have a longer wind-up, but that's probably due to the animation's length.
I guess the bigman midrange game depends if the player has a sigshot. I use the sigshots from kris's aiact. If the player has no sigshot assigned it defaults to whatever shot anim i have in place. i have post up hooks assigned from 3 to 12 feet max. 12 to 27 feet are a mix of jumpers. Can you clarify what you mean by post mid range shots? would you like to see some turn around jumpers?
as far as the speed of anims, I could never figure out how to change the speed, which sucks because it would cut down on the amount of blocks.
I added a few more cool looking pro hop to layup anims. ill post some vids later.