loop, thanks very much for the reply!
1. Regarding the player character rolling around on uneven terrain: in a multiplayer adaptation this will need to be an animated soldier character which is visible to the other players (both friend and foe). The character animations with Andro in 3dRad show very satisfactory walking on uneven terrain. This is what I am looking for. Could we perhaps add in a cheap soldier model or the Jap model used for the ragdoll explosion example so our FPS soldier will have a body and walk normally?
2. No there are no leprechans in my war
When I say camera and player at ground level, if you run the FPS CORE, pull the camera back and take a look, the character appears to hover about 4 feet off the ground. Again, in a multiplayer environment this will not be desirable (unless we have a game with spacemen with anti-grav units haha). So I'm wanting the character to walk
on the ground and all weapons etc to be seated accordingly.
For one player FPS this is likely not an issue. This is probably only something for people wanting to build a multiplayer FPS unless there is a scene (ie: player death) where the game designer wishes to activate a camera at rear to show a death scene prior to exit or respawn (can see his character fall to ground, or blow up).
3. yes zoom would be good. not quite at the sniper level but similar. For example: In Battleground Europe (
http://www.battlegroundeurope.com/ ) the biggest and best 3D FPS that I know of, the player is normally in walk/run mode with weapon at side. if you go to that link you will see a video playing that shows exactly what i am talking about (see: 1.31 Beta Preview video, lower right)
When they think they have spotted an enemy, they usually drop to ground or get behind a tree for some cover, then hit a key on keyboard to raise weapon where they can see the barrel sight (2nd camera: actually see part of gun barrel and using the sighting on the 3D gun barrel, just like in the preview video on page above).
Just for info: In their animation they further make it more difficult by making the player "hold breath" to keep barrel from moving up and down (raises and lowers slowly to simulate breathing effect on aiming) which is what any hunter or soldier knows you must do to fire accurately in real life.
They DO have snipers in BE with a powerful zoom, but I would not want them in my game. I think they take away from the fun too much.
4. I think I can replace the stick with grenade myself
5. I think you just misunderstood my meaning about "ground level". It will not only be necessary to lie down on the ground, but I'll have to add in a "crawling" animation to go along with it. Would be a nice start to have the lie down animation included, but if no, then I'll have to try to make it happen.