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Idea for a realisic poison dart:
http://45.55.195.193/viewtopic.php?f=73&t=18692
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Author:  Joe [ Sat May 08, 2010 3:28 pm ]
Post subject:  Idea for a realisic poison dart:

Do you all know of the many poison dart mods there have been in CC throughout the ages? Remember how they all stick to any enemy they hit and leech health from them until they die? Doesn't it seem like a flesh based actor should have health leeched but a robot should not?

Well, I think I have though up a prototype solution method: Blood checking

Basically what I envision is to have the poison dart:

1) fire a null (purple) color pixel at the actor that it has just hit.
--a) if the pixel penetrates the actor then continue the process
--b) if not, don't leech health
2) check the local area for loose pixels and Identify their materials
3) if the material is blood then leech the health of the nearest actor
4) if the material is not blood, then don't leech any health.


This I envision would work, since the majority of organic actors (even in mods) emit blood when hit.

Your job, forum goers, is to tell me if it can be done, and tell me what components I would need to have in the scripts to achieve such a goal.

Author:  411570N3 [ Sat May 08, 2010 3:41 pm ]
Post subject:  Re: Idea for a realisic poison dart:

Some people use custom materials for blood, so that might be a problem.

Author:  Joe [ Sat May 08, 2010 4:20 pm ]
Post subject:  Re: Idea for a realisic poison dart:

Okay then, what about a particle color threshold? The dart detects if the color is near red and makes a judgment from there.

Author:  Grif [ Sat May 08, 2010 4:29 pm ]
Post subject:  Re: Idea for a realisic poison dart:

You can't really do any of that.

The easiest (not really!) way would be to have two particles created by the gun at the instant of firing. One raycasts forward to find whatever it's "hitting" (and to check if it's even an actor) and then gets ready to check that general area. Then the second particle is fired like a regular bullet. Once that round stops existing (and if the raycast hit an actor) the first particle runs a general area check for mopixels named "blood".

It's not gonna be perfect, it's not gonna work well, and it's gonna bug out a lot of the time, but that's probably the "best" way to do it. It's a pretty novel idea, actually, checking for blood, it's just unfortunately impractical.

Author:  Joe [ Sat May 08, 2010 4:39 pm ]
Post subject:  Re: Idea for a realisic poison dart:

Ah, well. Thanks for the idea grif, I'm really getting into scripted bullets and all. Also, would it increase the odds of a script working in game if multiple particles with the same script were emitted at the same time, or is the effect of any script non dependent upon the instances of said script?

Author:  Grif [ Sat May 08, 2010 4:57 pm ]
Post subject:  Re: Idea for a realisic poison dart:

You really only need one scripted particle, so long as it's scripted properly.

Author:  pandastar994 [ Sun May 09, 2010 5:16 am ]
Post subject:  Re: Idea for a realisic poison dart:

Cool idea... Wouldn't it be easier to check the skin instead of the blood though? Like if its harder than a humans than it doesn't penetrate that person

Author:  LowestFormOfWit [ Sun May 09, 2010 6:25 am ]
Post subject:  Re: Idea for a realisic poison dart:

Honestly there's only a handful of actors, AHuman-wise (unless you want to be all-inclusive to all mods ever) that aren't fleshy.

You would almost do better just having the script check if the actor IS one of those specified robotic actors and just not leech health if it is.

Unless there's of course a way to check the material the dart strikes and have it only apply a leeching effect if the hit material is fleshy.

Author:  pandastar994 [ Sun May 09, 2010 6:28 am ]
Post subject:  Re: Idea for a realisic poison dart:

I was just giving out an idea to make it easier. Im not trying at this one.

Author:  TheLastBanana [ Sun May 09, 2010 6:57 am ]
Post subject:  Re: Idea for a realisic poison dart:

As far as I know, you can only check settled material right now, and even then you can only check its ID. Color and name are out of the question. This is the main reason there are unrealistic poison darts.

Author:  pandastar994 [ Sun May 09, 2010 7:03 am ]
Post subject:  Re: Idea for a realisic poison dart:

Ok well now that thats solved!:)
well now what...is this lock up?
So what now? Now that we know its impossible then what drop this and move on? I agree...

Author:  CrazyMLC [ Sun May 09, 2010 7:07 am ]
Post subject:  Re: Idea for a realisic poison dart:

'poison' darts actually have nanotoxins, meaning that they dissolve any material, living or not.

There's you're explanation. :P

Still, it could be possible, but only in future builds, and only if Data decides to add additional Lua functions.

Author:  Joe [ Mon May 10, 2010 11:16 pm ]
Post subject:  Re: Idea for a realisic poison dart:

CrazyMLC wrote:
Data decides to add additional Lua functions.


And has the common courtesy to tell us about them...

PS: go ahead and lock this topic

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