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Penetrable attatchments http://45.55.195.193/viewtopic.php?f=4&t=12499 |
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Author: | Morbo!!! [ Sun Oct 26, 2008 4:13 pm ] |
Post subject: | Penetrable attatchments |
Probably doesn't need its own thread, but I find that this will be a necessary addition to the next build. Attatchments should be able to be penetrated, not just wounded, by projectiles and what have you. At the moment, a helmet will stop a bullet, and the bullet might even go out the other end, but it doesn't hit the wearer, for some odd reason. I remember someone posted about this ages ago and made a diagram illustrating what happened. I'll try and find one or make one myself. Also, another suggestion is a 'wound value', where if a projectile is sharp enough to wound something, how many wounds it causes, instead of having to use multiple particles. Oh, yes, there should also be a slider for the gamespeed to keep it constant instead of either fluctuating or being as high as possible. So when you press ctrl+O, it pauses the game and brings up a slider which you move with your mouse, going from x0.1 to x1.0. |
Author: | Grif [ Sun Oct 26, 2008 9:23 pm ] |
Post subject: | Re: Penetrable attatchments |
The attachment issue was noted by Darlos9D ages ago. Data said he'd work on it, if I remember right. There's no need for a wound value; what we need is the ability to generate custom wounds. |
Author: | Morbo!!! [ Sun Oct 26, 2008 11:13 pm ] |
Post subject: | Re: Penetrable attatchments |
Yeah, I was thinking that someone had brought it up. Thread probably needs closing. |
Author: | Shook [ Sun Oct 26, 2008 11:18 pm ] |
Post subject: | Re: Penetrable attatchments |
Techically, you could patchily fix the helmet problem by adding a painful exit wound to the helmet. But if the helmet came off, it would look pretty awful, with a bleeding wound on an inanimate object, and none on the actor, whose health has still been reduced. I'd only recommend this if the helmet NEVER comes off, in which case you might as well have an armored head. Kind of defeats the purpose. It would be a lot better if it was fixed though >.> [/captainobvious] |
Author: | Morbo!!! [ Sun Oct 26, 2008 11:31 pm ] |
Post subject: | Re: Penetrable attatchments |
I know what you mean, but the point of attatchables is for localized armour. And the reason I want penetrable attatchables is so that some weapons can negate them, instead of having to completely destroy the helmet with 2 shots rather than shoot THROUGH the helmet and kill with one shot. |
Author: | Azukki [ Sun Oct 26, 2008 11:34 pm ] |
Post subject: | Re: Penetrable attatchments |
Shook wrote: Techically, you could patchily fix the helmet problem by adding a painful exit wound to the helmet. But if the helmet came off, it would look pretty awful, with a bleeding wound on an inanimate object, and none on the actor, whose health has still been reduced. Bloody Emissions Bloodied metal wound sprite ParticlesPerMinute = 0 Increase BurstScale and BurstSize Then it would only bleed while off your head if it got shot more. You could also make the helmet exit wound all metal/sparks and make it extra damaging. You lose the fun of all the blood, but it won't look weird if you shoot it after it's off. Shook wrote: I'd only recommend this if the helmet NEVER comes off, in which case you might as well have an armored head. Kind of defeats the purpose. You could make it so it never comes off, but gib while it's on. And even an unbreakable attachment can also serve to have different wound/materials in different places. |
Author: | Aspect [ Mon Oct 27, 2008 2:47 am ] |
Post subject: | Re: Penetrable attatchments |
^sounds like a cool mod you got goin there. I would really like to see someone do some of those |
Author: | Azukki [ Mon Oct 27, 2008 2:56 am ] |
Post subject: | Re: Penetrable attatchments |
I will be incorporating helmet wounds likes that in Shadow Echelon, but I didn't specify that. Wrong topic? |
Author: | Aspect [ Mon Oct 27, 2008 3:03 am ] |
Post subject: | Re: Penetrable attatchments |
the different wounds and materials in different places sounds cool too. |
Author: | Azukki [ Mon Oct 27, 2008 3:20 am ] |
Post subject: | Re: Penetrable attatchments |
Ahh. Yeah, some sort of Achilles' heel styled weak spot somewhere you wouldn't generally expect could make for a good game play mechanic. Anything else would just kinda seem like different levels of armor. I guess that would be good too though; but not as important. Deformable head/torso zombies made of a bunch of attachments would also be cool, with their breakwounds being their only means of taking damage. Ripping something up is always a fun objective. |
Author: | Grif [ Mon Oct 27, 2008 3:56 am ] |
Post subject: | Re: Penetrable attatchments |
Personally I'd like a zombie that takes advantage of this system; it's actually a skeleton coated in attachables that you have to break down to expose the body itself. |
Author: | Aspect [ Mon Oct 27, 2008 5:34 am ] |
Post subject: | Re: Penetrable attatchments |
And it doesn't need to carry those stupid riot shields because it is itself a sort of riot shield. ... That was worded kind of funny But in short I hate riot shields littering the map. I gots to get me some new activities... |
Author: | Morbo!!! [ Tue Oct 28, 2008 7:19 pm ] |
Post subject: | Re: Penetrable attatchments |
Grif wrote: Personally I'd like a zombie that takes advantage of this system; it's actually a skeleton coated in attachables that you have to break down to expose the body itself. But that's the thing, currently you HAVE to destroy attatchables to get to the actual flesh or whatever makes the actor bleed or become damaged. What I want is the attatchables, like helmets, to be penetrable depending on their material or the projectile's sharpness, for example, if someone uses a high-sharpness sniper rifle, it'll shoot the helmet and wound it once, but it will still damage what's underneath/behind/inside it. And about changing the material of a head or whatever, that still won't simulate helmets properly. It's either the whole head or none of it. I probably misinterpreted your post anyway, and I'm not too good at articulating my idea. I really should upload that diagram. Anyway, aside from all that, someone could probably make that. Do you mean a skeleton/body that's just the raw flesh, covered in flesh attatchables? I can see how it'd work but it'd be pretty glitchy as attatchables don't line up correctly at every angle. |
Author: | robolee [ Tue Oct 28, 2008 9:11 pm ] |
Post subject: | Re: Penetrable attatchments |
yes I would like to see this implemented, except that the bullet impact must be cushioned by the attachables, depending on the attachables material settings... the new setting would probably have to be "thickness" or "depth" and then work out how far the bullet penetrates/if it penetrates the armour fully or not. If the head or chest get deep penetrations, you should die very quickly. |
Author: | Morbo!!! [ Wed Oct 29, 2008 12:13 am ] |
Post subject: | Re: Penetrable attatchments |
robolee wrote: yes I would like to see this implemented, except that the bullet impact must be cushioned by the attachables, depending on the attachables material settings... the new setting would probably have to be "thickness" or "depth" and then work out how far the bullet penetrates/if it penetrates the armour fully or not. If the head or chest get deep penetrations, you should die very quickly. I was thinking something along the lines of a 'sharpness threshold': If S < X, then does not penetrate If X < S < Y, 50/50 chance of penetration If S > Y, then does penetrate S = Sharpness of projectile X = lower value of sharpness threshold Y = Higher value of sharpness threshold. |
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