Tired of all those bullet wounds on your soldiers? Have a warrior with an unsightly battle scar that won't go away? Wish that you could somehow patch up your worn out men to look good as new? Well look no further for we've got just the troops you need.
Introducing, the Regenerating Ronins!
(Actual in-game regeneration is not this fast)
While they may appear to be the same on the surface as your ordinary Ronins, they have specially modified skin capable of closing up and healing any puncture wounds they receive, which means no matter how badly poked, marked, nicked, scratched, bent, cut, injured, stabbed, harmed, broken, maimed, scarred, disfigured, mangled, branded, burned, deformed, damaged, tortured, defiled, impaled, eviscerated, or absolutely irrevocably mutilated they are, as long as they are still alive, they will heal right back up good as new. (missing limbs may still be a problem, but who cares about those?)
How the Regenerating Ronins Came to Be (click on image for full resolution)
Call now and we'll even throw in a free self regenerating riot shield too!
Order your self regenerating Ronin soldiers today! ____________________________________________ Disclaimer: Sandra's skin lotion itself is not for sale. The regenerative abilities of the Ronins only work on a superficial level. While wounds are self sealing, lost limbs will not be replaced and internal damage (gibwoundlimit) is not actually recovered. Riot shield regeneration is merely a visual trick useful only for fooling unsuspecting shield snatchers in picking up a seemingly good condition shield that in reality is near breaking point. Bruises and impulse damage do not heal. Please reply if you notice that actors either do not full regenerate to 100 hp or over regenerate to 101+ hp -----------------------------------------------------------------------
Last edited by ryry1237 on Tue Feb 07, 2012 5:22 am, edited 20 times in total.
Wed Feb 01, 2012 6:09 pm
blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
Re: Regenerating Ronins with Self Sealing Wounds
Firstly, some of your images are broken, nothing bad since one of them works, but just to let you know. Secondly not a bad mod, considering you're pretty new. Its been done before, but still, way to think out of the box. Keep it up.
Wed Feb 01, 2012 6:26 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Regenerating Ronins with Self Sealing Wounds
Hahaha, that was funny.
I tested it ordering a Dafred and a Coalition soldier with a pistol. I shot him to the head, he began healing and the wound disappeared. I was excited, so I shot him more times, waited for his wounds to heal, and repeated the process.
Then, his head blew up. I almost thought it was real =P
Wed Feb 01, 2012 6:37 pm
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
Re: Regenerating Ronins with Self Sealing Wounds
This is very nice, but if you want to go all-out on making them sustainable, you'll need to remove the gibwoundlimits on all their body parts. It seems really counter intuitive to heal to 100, then splatter into tiny pieces the next time someone shoots you with a pistol.
Wed Feb 01, 2012 6:55 pm
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Regenerating Ronins with Self Sealing Wounds
Without a GibWoundLimit defined, the engines consider the Actor "amount" of wounds infinite, listen what azukki said, in my opinion, it would be a great improvement
Also, the last two pictures are link-broken.
Wed Feb 01, 2012 10:15 pm
ryry1237
Joined: Sun Dec 25, 2011 7:23 am Posts: 269
Re: Regenerating Ronins with Self Sealing Wounds
Images work fine for me. As for the GibWoundLimit thing, that's something I'm trying to figure out how to do properly without just simply tweaking it up to some ridiculous value (infinite). The idea that I'm thinking of is that rather than having an infinite gibwoundlimit, the wounds will get rid of themselves after awhile so that burst fire can still gib them, but a bullet at a time in small proportions wont. Sadly, lua isn't magic and I'm no wizard at it either. I'll reupload the pictures, but I'm pretty sure the gif with the shield is working. Hidden stuff is hidden.
Last edited by ryry1237 on Thu Feb 02, 2012 5:19 am, edited 2 times in total.
Thu Feb 02, 2012 1:50 am
Pantera1993
Joined: Wed Jul 06, 2011 5:11 pm Posts: 226
Re: Regenerating Ronins with Self Sealing Wounds
Just cut out the whole part of code that says "GibWoundLimit = whatever" in your .ini...
Thu Feb 02, 2012 4:31 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Regenerating Ronins with Self Sealing Wounds
Or put GibWoundLimit = -1
Thu Feb 02, 2012 4:59 am
ryry1237
Joined: Sun Dec 25, 2011 7:23 am Posts: 269
Re: Regenerating Ronins with Self Sealing Wounds
Already did that in the GibWound Infinite version Can nobody actually read this message?
Thu Feb 02, 2012 5:15 am
C_666
Joined: Mon Jan 24, 2011 9:19 am Posts: 22 Location: France
Re: Regenerating Ronins with Self Sealing Wounds
Now, we can make real zombies too.
Thu Feb 02, 2012 11:11 am
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
Re: Regenerating Ronins with Self Sealing Wounds
Burst fire would still kill them, considering how they die when at 0 health.
Thu Feb 02, 2012 11:26 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Regenerating Ronins with Self Sealing Wounds
ryry1237 wrote:
The idea that I'm thinking of is that rather than having an infinite gibwoundlimit, the wounds will get rid of themselves after awhile so that burst fire can still gib them, but a bullet at a time in small proportions wont.
He already mentioned this.
Fri Feb 03, 2012 3:03 am
jeevesjaner
Joined: Sun Apr 11, 2010 4:34 am Posts: 7
Re: Regenerating Ronins with Self Sealing Wounds
And now I have a better actor to dump a dozen phoenix potions on!
Thanks!
Very nicely done, seriously.
Sat Feb 04, 2012 8:40 am
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
Re: Regenerating Ronins with Self Sealing Wounds
Lizardheim wrote:
Burst fire would still kill them, considering how they die when at 0 health.
I think he also wants the individual body parts to gib from enough gunfire to them, not just cause actor death on time.
I think I have an idea for how it could be done. Maybe. I might try it myself, but I've rambled about the idea already so I might as well include that in case someone else wants to give it a go, or has a more elegant solution, or could apply this idea somewhere else, or something.
-Make a new particle. Make copies of the particle with the same names as bodyparts, with a lifetime of however long you want the wounds of that bodypart to 'count'. Have a script attached to it, which will make it determine the nearest thing with the same name, and give the particle a sharpness the same as the ID of that closest bodypart. After that, hover above the map, out of sight and out of physical interaction with anything. -Give each limb its own wound, which emits one of the respective particle. -For this idea, redoing the regeneration in Lua rather than with negative bleeding damage would be easiest. -On a script on each bodypart, check for respective particles whenever there's a change in the actor's health that's not a change attributable to the regeneration. Also check for the particles disappearing and no longer counting. Keep a running tally of the number of these particles, and gib self if the tally exceeds whatever you want the 'artificial GibWoundLimit' to be. -The script for the bodyparts, other than the torso, should also check to see if they're detached from the torso, and if so, always check for the wound indicator particles. It'll cause a bit more lag that way, but there's no health to be indicated of a new wound from, and the gib will probably settle before too long. Maybe gib self if it's been a long time without settling, to be sure there can be no unsettled, long lasting parts that lag down the game checking for wound indicator particles. -I would suggest also throwing a bit of math in there, and making older wounds count less toward reaching the artificial GibWoundLimit, since they're partially healed.
Sun Feb 05, 2012 2:29 am
salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
Re: Regenerating Ronins with Self Sealing Wounds
Azukki wrote:
"lua stuff"
-Make a new particle. Make copies of the particle with the same names as bodyparts, with a lifetime of however long you want the wounds of that bodypart to 'count'. Have a script attached to it, which will make it determine the nearest thing with the same name, and give the particle a sharpness the same as the ID of that closest bodypart. After that, hover above the map, out of sight and out of physical interaction with anything. -Give each limb its own wound, which emits one of the respective particle. -For this idea, redoing the regeneration in Lua rather than with negative bleeding damage would be easiest. -On a script on each bodypart, check for respective particles whenever there's a change in the actor's health that's not a change attributable to the regeneration. Also check for the particles disappearing and no longer counting. Keep a running tally of the number of these particles, and gib self if the tally exceeds whatever you want the 'artificial GibWoundLimit' to be. -The script for the bodyparts, other than the torso, should also check to see if they're detached from the torso, and if so, always check for the wound indicator particles. It'll cause a bit more lag that way, but there's no health to be indicated of a new wound from, and the gib will probably settle before too long. Maybe gib self if it's been a long time without settling, to be sure there can be no unsettled, long lasting parts that lag down the game checking for wound indicator particles. -I would suggest also throwing a bit of math in there, and making older wounds count less toward reaching the artificial GibWoundLimit, since they're partially healed.
I would be interested in seeing that. also I am impressed with this mod as it is, I tried it out the other day and thought wow this would be great for block wars.
*update I tried them out on block wars and they survived longer but not much longer, i still love these guys. next i will try adding your features to zombies
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