Damage effects?
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Damage effects?
If a unit is blasted, will a chunk of armour fly off, leaving a scarr in its otherwize pristeen pain job? Will dirt, mud, grime, and snrapnle leave its mark on long used and suffereing tanks and K-bots? Will veicles ligth on fire, burn for a while then blow up as their fule tanks ingite? Will wregage get covered by snow, rail, dirt, more wrekage? as the battle wears on? All thease addtions would make the game even cooler then it is. Cause one of the things that made TA great was the little touches. Like when a unit blows up, the secondary explosions shower the area as snrapnal hit the ground. mmmm secondary explosions....
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I was about to say that most TA:Final Frontier level 3 cruisers have parts that blow up in v7.4, then remembered that my own little BriDoDon also has, (amongst tons of other features), a destroyable turret.Zoombie wrote:Cool. Also i dint notice any units in TA taht have bits that blow off? could you name a few so i can send them hurtling into a doomed a battle and giggle insanly with glee as they disintgrate into tiny bits!
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- [K.B.] Napalm Cobra
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It would be cool if each part of the unit could be given an individual metal value and wreakage model, so if it gets killed hard by say a guardian it smashes to pieces and several smaller pieces of wreakage get left, but if it gets killed by say a llt, it stays in one piece.
It'd also be nice if we could have "Unused" ammo shoot out randomly of units as they die.
It'd also be nice if we could have "Unused" ammo shoot out randomly of units as they die.
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- [K.B.] Napalm Cobra
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- Joined: 16 Aug 2004, 06:15
compression?!?!!?!?
Nah I can think of plenty fo jokes, for example for every thousand peewees one explodes and sprays presents or popcorn everywhere. Or 1 in every thousand missile towers dies by turning into a car and driving off, or fido that turn into leprachauns and smmon up rainbows for every 20,000
Nah I can think of plenty fo jokes, for example for every thousand peewees one explodes and sprays presents or popcorn everywhere. Or 1 in every thousand missile towers dies by turning into a car and driving off, or fido that turn into leprachauns and smmon up rainbows for every 20,000
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- [K.B.] Napalm Cobra
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About eight years ago, as the TA demo version was about to get released, there were people on forum dedicated the discussion about what feature a Command Conquer II should get that said that having each unit leave a permanent wreckage was totally impossible, that it would cost an unbelievable amount of memory, etc... Yet TA did it with ease, offering us battle fields littered by hundreds of units wreckages, recognizable, fozen in the same position the unit was when dying, interactive, etc...Doomweaver wrote:perhaps the unit getting charred is possible, but deformable corpses are plain impossible. The closest thing to this that *MIGHT* be possible is each seperate part of the wreckage can brake off, thus gaining its own set of variables dealing with dynamics. But this would be really CPU intensive.
Having the wreckage vary according to the weapon that dealt the last blow sound perfectly possible for me. The biggest issue would be to redo all the wreck models to render that possible. So it would be nice if the Swedish Yankspankers coded something to automatically generate wreckage models, instead of the unit designers having to include one (or more) wreckage model with each unit.
I'd don't like randomness in game, unless it's used purely for eyecandyness.[K.B.] Napalm Cobra wrote:It'd also be nice if we could have "Unused" ammo shoot out randomly of units as they die.
I had never noticed that!zwzsg wrote:.. Yet TA did it with ease, offering us battle fields littered by hundreds of units wreckages, recognizable, fozen in the same position the unit was when dying, interactive, etc...
And in TA, the wreckage are already chosen according with the streng of the weapon no?
- BlackLiger
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More precisly, in the unit script, the Killed script, which is called when the unit dies, has two arguments: Killed(severity, corpsetype). I think severity tells something like how much negative the HP has gone with the last blow, how many damage point are left after using them to kill the unit. So, you can have the unit explode more violently if it's killed with a big weapon (dgun, bertha, etc..), than when it is killed with a puny weapon (red laser). And then, corpsetype let you decide if it leave an intact wreck (corpsetype = 1;), a heap (corpsetype = 2;), or just metal dust (corpsetype = 3;). The three corpses are also the different corpse you get by firing at the first corpse.Torrasque wrote:And in TA, the wreckage are already chosen according with the strength of the weapon no?
Code: Select all
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode base type BITMAPONLY | BITMAP1;
explode beam1 type BITMAPONLY | BITMAP2;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode base type SHATTER | EXPLODE_ON_HIT | BITMAP1;
explode beam1 type FALL | BITMAP2;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode base type SHATTER | EXPLODE_ON_HIT | BITMAP1;
explode beam1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
return (0);
}
corpsetype = 3;
explode base type SHATTER | EXPLODE_ON_HIT | BITMAP1;
explode beam1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
}