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Breakable Jetpack http://45.55.195.193/viewtopic.php?f=1&t=18814 |
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Author: | WeaponMaster [ Sun May 23, 2010 10:16 pm ] |
Post subject: | Breakable Jetpack |
As of right now I have my new rocket pack sprite made and emitting properly, the only problem I have right now is it bleeds and acts as if it were a part of the actor. I need to know if there is a way to make it breakable and have the jet pack emitter disabled when it breaks/gets hit off. Please note that I just started coding today and currently have limited knowledge of lua and CC's small language. |
Author: | maart3n [ Sun May 23, 2010 11:15 pm ] |
Post subject: | Re: Breakable Jetpack |
I know for a fact that the Ballistic weapons mercenary actor has a breakable jetpack, you might wanna look into that... |
Author: | Areku [ Sun May 23, 2010 11:54 pm ] |
Post subject: | Re: Breakable Jetpack |
Uh, no. Jetpacks are hardcoded to be indestructible and impossible to sever. However. It is possible to create a fake jetpack attachable that, when destroyed, would trigger a Lua script to stop the actor from jetpacking. Would require a bit of work, though. |
Author: | Lizardheim [ Sun May 23, 2010 11:59 pm ] |
Post subject: | Re: Breakable Jetpack |
A mopixel from the attachable that runs a script that chooses the nearest actor and makes it unable to jetpack? |
Author: | Areku [ Mon May 24, 2010 12:47 am ] |
Post subject: | Re: Breakable Jetpack |
I was actually thinking about running the script from the actor and checking if the gibs from the attachable have appeared, so that no other actors would be affected by mistake. |
Author: | Grif [ Mon May 24, 2010 2:29 am ] |
Post subject: | Re: Breakable Jetpack |
Or just not do any of that and have the actor check whether it has the fake attachable attached to it. |
Author: | WeaponMaster [ Mon May 24, 2010 4:46 am ] |
Post subject: | Re: Breakable Jetpack |
Sorry to have caused this bit of trouble for you people but I decided against this idea. I decided that since it IS a canister of highly flammable liquid, I thought that a life ending explosion would better fit. |
Author: | Grif [ Mon May 24, 2010 4:51 am ] |
Post subject: | Re: Breakable Jetpack |
I'm more of a fan of the "rapidly propelled into space" plan, though. |
Author: | WeaponMaster [ Mon May 24, 2010 5:39 am ] |
Post subject: | Re: Breakable Jetpack |
I have something like that before it explodes. The entry wound is set to constant flame bursts that mess the actor up when combined together. After it explodes I reduces the actor to a nice little pile of blood and rubble along with gibs flying throughout the air. |
Author: | Lizardheim [ Mon May 24, 2010 12:51 pm ] |
Post subject: | Re: Breakable Jetpack |
You know what would be also cool? If you figured out a way to have the jetpack act like a dropship engine after being shot off. |
Author: | Darlos9D [ Mon May 24, 2010 3:06 pm ] |
Post subject: | Re: Breakable Jetpack |
WeaponMaster wrote: Sorry to have caused this bit of trouble for you people but I decided against this idea. I decided that since it IS a canister of highly flammable liquid, I thought that a life ending explosion would better fit. Except that's now how fuel works. Unless you're getting hit by specifically incendiary rounds, all a bullet would do is put a hole in the gas tank (if you even hit the gas tank, because the whole jetpack isn't a gas tank) through which fuel would leak in an un-ignited form. If it's not pressurized, it'll just flow out. If it is pressurized, it might shoot out and throw off the actor due to the force of it, but it wouldn't catch on fire. Also from a gameplay standpoint, if I knew a unit was essentially a walking bomb that could not only get itself killed but also every allied unit around it, I would never ever use it. In reality, military forces don't employ things that explode at the drop of a hat, and those considerations are just as important in a war game for the same reasons: the uncontrollable collateral damage is just unacceptable. |
Author: | FuzzyMelon [ Mon May 24, 2010 3:56 pm ] |
Post subject: | Re: Breakable Jetpack |
Soo, what you're saying is go ahead with the human fireworks idea because you're very very excited about it? |
Author: | Lizardheim [ Mon May 24, 2010 4:31 pm ] |
Post subject: | Re: Breakable Jetpack |
You can get away with it on a cheap unit with front armor and an integrated gun tht won't get destroyed. |
Author: | WeaponMaster [ Mon May 24, 2010 9:06 pm ] |
Post subject: | Re: Breakable Jetpack |
Honestly I don't really care about the realism standpoint or your gameplay standpoint.The purpose of this unit was to have an extremely powerful jet pack at the expense of it being very destructive. Really I think it came out pretty balanced, it can survive two vanilla shotgun hits, but the fire it does leak eventually causes explosive death, and the chance that it kills teammates around it is slim unless they are standing within a player's width of the pack because I use dropship thruster particles for the explosion. In my opinion it is balanced, and just so you know, gameplay before realism. |
Author: | CaveCricket48 [ Mon May 24, 2010 9:18 pm ] |
Post subject: | Re: Breakable Jetpack |
I like it when gameplay and realism are on the same plane. I was thinking, if you make the jetpack leaking instead of exploding, the leaking fuel would ignite if the actor tried to use the jetpack pack. Than, depending on how long it was leaking and how many punctures it has, the jetpack would either have a fiery explosion or it would just have burning fuel leaking that would damage and probably kill the actor. This way, you have gameplay and realism together. |
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