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Things I can do, some can be done?
Posted: Tue Feb 21, 2012 5:25 am
by forgottengames
Hello everyone,
I'm considering preparing a patch that could pend approval from GSH to be added in the next PB. I'm toying with several concepts I've always wished were added, including "Radiation Mode" that was inspired by Fallout 3 gameplay. "Radiation Mode" will add a dense green fog to the atmosphere of select maps that will constantly irradiate the player's units (not the AI's.) The dose of radiation absorbed is represented by a counter in the HUD, that upon reaching a certain level, will cause the craft to become radioactive, unusable, and fatal to the player as well as harmful to adjacent units. Before the dose limit is reached, the ship can be taken back to a decontamination chamber on the map that will reset the rad counter. For larger units, such as Walkers and Titans, mobile decontamination units (which are going to be special Trucks and Healers) that are immune to radiation will be available from the Recycler. Pilots are susceptible to radiation as well. (Still more to be planned out.) I'll answer any questions in this thread.
PS. Radiation mode will be available as an option, not as a preset
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 5:31 am
by Josiah
I doubt anybody will like a patch with that kind of custom content; HOWEVER, a mod is a different story.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 6:02 am
by bigbadbogie
That sounds very similar in mechanics to Fleshstorm 2 - Mission 3, where there is a firestorm which damages all units.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 7:24 am
by forgottengames
Josiah wrote:I doubt anybody will like a patch with that kind of custom content; HOWEVER, a mod is a different story.
These features are too few to constitute a standalone mod; I am only saying, if some of these tweaks were in the next public beta, there would definitely be at least SOME players to appreciate them.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 8:29 am
by MrTwosheds
I didn't understand the first option.
All Bz2 units are a bit retarded as far as height is concerned, I don't see this changing.
I cant see a radiation mode being popular, ships die easy enough as they are.
Well If you can figure out how to buff the resin, so that it isn't 1.Useless or 2. A framerate destroying fire hose, please forward to Zero Angel for his VSR rec variant, we have thought about this, and have not come up with any solutions where it remains an archer weapon and becomes useful without causing serious issues of one sort or another.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 3:18 pm
by Zero Angel
Resin on archers is a bad idea no matter how you look at it, like making an assault tank that exclusively used HAND and PACK hardpoints and then putting it into normal strat. If anything blows on an archer, the archer will explode. Forget about trying to land an archer to attack something with Resin, it would die before it even touches the ground. The only way that resin might be made useful is if it had a long range attack that didnt consist of it being a framerate destroying fire hose.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 6:03 pm
by Red Devil
you can use G66 to play Strat now.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 7:20 pm
by Zero Angel
Well the best way I see that resin could be implemented, at least for archers -- is to change its dynamic completely. For example to make it into a 'resin ball' that explodes when it hits the ground and releases resin which does damage and slows ships (similar to Anchor Rocket class) for a while. I don't think that anchor rocket can have mortar physics though, which is what you would want to have if you wanted an exploding resin ball to feel realistic.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 7:27 pm
by Zax
Zero Angel wrote:Well the best way I see that resin could be implemented, at least for archers -- is to change its dynamic completely. For example to make it into a 'resin ball' that explodes when it hits the ground and releases resin which does damage and slows ships (similar to Anchor Rocket class) for a while. I don't think that anchor rocket can have mortar physics though, which is what you would want to have if you wanted an exploding resin ball to feel realistic.
Make it a splinter that doesn't bounce and the payload is your resin ball or whatnot. Have that in itself be a splinter that shoots the anchors with inverted geometry extremely fast so it seems the blast causes it.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 7:49 pm
by MrTwosheds
Made a resin blob bomb ages ago, green globby mortar, uses splinter to explode into more green mortar globs, being green and globby did not stop it being just another variant of the splinter weapon. Didn't see the point in it really and it still had issues with drawing too many sprites.
Resin was cool in g66 as a cannon for the mauler, but this does not solve the issue of it being an archer weapon.
Sticky would be good, maybe you could splinter globby anchors, with stick and burn damage, but I suspect it would still be sprite excessive. Basically anything that works well, is so different from the original that it is not remotely like "resin" and should not replace it.
Make it a splinter that doesn't bounce and the payload is your resin ball or whatnot. Have that in itself be a splinter that shoots the anchors with inverted geometry extremely fast so it seems the blast causes it.
hmm possibly, just one gloopy blob, that slowly fires very localised invisible anchors, causing units hit to stick and burn while it lives. Not sure how useful this would be.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 10:32 pm
by APCs r Evil
Have the Resin "glob" spawn a flaremine which can be used to cause AOE damage over time as well as spawn a magnet (MITS) mine which can be used to slow numerous targets in an area.
Don't need to make it resemble Splinter at all, so there's the end of the framerate issue, but I still don't see how a hybrid Acid Cloud/MITS Mine/Howitzer (I assume it will be doing more H armor damage than Acid Cloud) wouldn't take away some of the appeal of Howie/Acid.
Re: Things I can do, some can be done?
Posted: Tue Feb 21, 2012 11:06 pm
by MrTwosheds
How do you get 1 mortar to spawn 2 different objects?
Re: Things I can do, some can be done?
Posted: Wed Feb 22, 2012 1:47 am
by APCs r Evil
Mortar spawns the flaremine, the flaremine's ordnance is another, invisible mortar that spawns the magnet. (Not sure if flaremines can spawn gameobjects directly, might wanna look into that...)
Re: Things I can do, some can be done?
Posted: Wed Feb 22, 2012 2:02 am
by MrTwosheds
Yes, but the result is just a magnet...or lots of magnets. not sure if getting a flare mine to fire mortars would work too well, you would probably want a weaponmine or tripmine, but either way the chain ends in one type of object not two.
Maybe just maybe you could get a splinterbomb to spawn a weapon mine with a mag cannon that fired 2 different shots before it ran out of ammo...But I suspect it would be unreliable.
Re: Things I can do, some can be done?
Posted: Wed Feb 22, 2012 2:25 am
by APCs r Evil
Just tested on my end, works fine but the magnet needs to be invincible or the AOE from the flaremine will destroy it.
Here's the important stuff. Ignore the odd names, I hacked this together from a different weapon.
Code: Select all
"gresin2"
[WeaponClass]//typical mortar launcher
classLabel = "mortar"
ordName = "resin2_c"
*****
"resin2_c"
[OrdnanceClass]
classLabel = "spraybomb"
[SprayBombClass]
payloadName = "resin2_c2"
*****
"resin2_c2"
[GameObjectClass]
classLabel = "flare"
[MineClass]
lifeSpan = 20.0
[FlareMineClass]
payloadName = resin2_c3
fireSound = "smine01.wav"
triggerDelay = 0.0//for instant activation of AOE damage and creation of magnet
shotDelay = 40//so only one magnet is created, note lifeSpan ^^
shotVariance = 0.0//for same-spot placement of magnet
damageRadius = 70.0//this and the damage values below control the AOE damage
damageValue(N) = 75 // none
damageValue(L) = 75 // light
damageValue(H) = 70 // heavy
damageValue(S) = 75 // standard
damageValue(D) = 75 // deflection
damageValue(A) = 75 // absorbtion
*****
"resin2_c3"
[OrdnanceClass]
classLabel = "spraybomb"//this is the mortar shell spawned by the flaremine which will spawn the magnet mine
shotSpeed = 1.0 //so the magnet is created at nearly the same time as the flaremine
[SprayBombClass]
payloadName = "resin2_c4"
*****
"resin2_c4"
[GameObjectClass]
classLabel = "magnet"
maxHealth = 0//magnet needs to be invincible, and probably invisible
[MineClass]
lifeSpan = 20.0//so the flaremine and the magnet die at virtually the same time
[MagnetMineClass]//typical MITS mine type stuff goes here
That should be legible enough... If it's not let me know and I'll send you the ODFs.