Critical Hits
Moderator: Moderators
Critical Hits
Critical hits, would need a chance
crithit=(.2 or something, that would be 1/5 the time)
critmult=(5 would do 5 times as much damage)
This could be pretty good, and a lot of mods could have it.. Ex: Tanks hitting the target's fuel supply. Machine guns ripping organs up..
crithit=(.2 or something, that would be 1/5 the time)
critmult=(5 would do 5 times as much damage)
This could be pretty good, and a lot of mods could have it.. Ex: Tanks hitting the target's fuel supply. Machine guns ripping organs up..
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
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- Posts: 501
- Joined: 18 May 2006, 21:19
Would be nice to have randomness available to the modder... but again, it would be hard to make it visually known that they just got a "Critical hit". Rather than a "roll of the dice" approach of just doing random damage (a-la RPG) I'd say let a weaponfire fire a random weapon (with randomized weighting assigned to the weapon) out of a list for the firing action. So a unit will generally fire the weak shot, but occaisionally (randomly) it will fire the giant-ultra-mega-shot....
Then again, such hypercomplex trickery is best left to the unit scripting and not the already overcomplex FBI filesystem.
Then again, such hypercomplex trickery is best left to the unit scripting and not the already overcomplex FBI filesystem.
...
The 9, cuz they had Heavy Machine guns and the other 17 were riflemen (no scopes)
Yeah, lets do complete randomness... Just what we need...
The 9, cuz they had Heavy Machine guns and the other 17 were riflemen (no scopes)

Yeah, lets do complete randomness... Just what we need...

if this is possible, then I would like to know how..I think a far better option would be modder defined spots on the hitbox/sphere that drain HP faster when they're hit.
Script example
Critical hitting is quite possible with scripting. Like that:
Weapon1 is the "normal" weapon, weapon2 is the "critical hit" (3x the damage or something). Both use the same turret and also unit's FBI contains
to make both weapons target the same thing. This should work (althou I haven't tested this yet). The timing might need some adjustment, too.
How that works: CriticalHitControl() constantly switches a variable, but most of the time (5/6) it's going to be 0, and only 1/6 of the time it will be 1. Then aiming scripts use that to jam the appropriate weapon (normal or critical-hitting one).
Infantry is not the best example for this. Something like the battle of Jutland is much better: every say 100th shot has the chance of destroying a battlecruiser in 1 hit (because it hits the ammunition storage) while the same ship can survive tens of "normal" hits.
Code: Select all
CriticalHitControl()
{
while(TRUE)
{
sleep 500;
is_critical=1;
sleep 100;
is_critical=0;
}
}
Create()
{
...
start-script CriticalHitControl();
...
}
AimWeapon1(...)
{
...
while(is_critical=1)
{
sleep 50;
}
return
}
AimWeapon2(...)
{
...
while(is_critical=0)
{
sleep 50;
}
return
}
Code: Select all
WeaponSlaveto1=2;
How that works: CriticalHitControl() constantly switches a variable, but most of the time (5/6) it's going to be 0, and only 1/6 of the time it will be 1. Then aiming scripts use that to jam the appropriate weapon (normal or critical-hitting one).
Infantry is not the best example for this. Something like the battle of Jutland is much better: every say 100th shot has the chance of destroying a battlecruiser in 1 hit (because it hits the ammunition storage) while the same ship can survive tens of "normal" hits.
yuritch: Why not use
instead?
Code: Select all
is_critical=rand(0,1);
sleep 100;
I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.
but it would be an option for those mods that do want or need it.
Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.
so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.
but it would be an option for those mods that do want or need it.
Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.
so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.
Some people just like to find out new methods to shoot oneself in the foot (and some even start to argue about which foot first).
I like the idea however, would probably work well in combination with damage text.
I like the idea however, would probably work well in combination with damage text.
-
- Posts: 501
- Joined: 18 May 2006, 21:19
I know, I know... i was just reminded of a bad memoryHawkMan wrote:I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.
but it would be an option for those mods that do want or need it.
Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.
so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.

tbh it should be, like many features, and option to modders...
e: damn// I only read the last three posts on the bottom of the reply screen when I went to explain my angerness hgiher up... whatever
(I was elaborating on what rattle said and completely ignored the fact that he was replying to yuri...

Last edited by esteroth12 on 03 Oct 2006, 23:27, edited 2 times in total.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I prefer using a grenade pistol (They turn up in Insurgency Devision. They're basically a big tube with a grip and trigger which launces grenade rounds. Looks a bit like a flare gun) to shoot of my 3rd foot in cases such as theserattle wrote:Some people just like to find out new methods to shoot oneself in the foot (and some even start to argue about which foot first).
For me it was the "I control half the map... but those other players just cashed in their cards and now have armies twice my size". Seriously, what idiot designed a 12-hour-long strategy/boardgame where your resources are decided by random card draws?Caydr wrote:Speaking of risk, this is the reason I don't play it anymore too. Invincible-granny-with-an-umbrella syndrome, wherein the defending player with one soldier manages to destroy 13 incoming armies.
And Risk:2210 is actually really good - the cards make sense, there are a few different units, and the game is only 5 turns long.
My point is this: what would you prefer? A dubiously-useful feature that is doable in script anyways, or somebody to work on something more useful... like the new GUI, or tags for spells or something? Saying "no" to a feature is also saying "there are things that should be much higher priority".HawkMan wrote:I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.
but it would be an option for those mods that do want or need it.
Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.
so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.