Damage effects?

Damage effects?

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Zoombie
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Damage effects?

Post by Zoombie »

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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AF
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Post by AF »

This is a modding thing, all of which is scritped and has already been done. There are units in OTA that have parts fly off as they get damaged already
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Zoombie
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Post by Zoombie »

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!
Archangel of Death
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Post by Archangel of Death »

Thats few as in I "think" I remember 3 or 4. And the only one I remember the name of is the Beelzebub (which happened to be just another super kroggy).
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WillRiker
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Post by WillRiker »

they all certainly start to emit smoke when they r damaged...
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AF
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Post by AF »

Erm, I know they exist I sued to use them but I dont play with 3rd party units now save zwzsg's bridge so I've forgotten them, but they do exist!!!!!
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zwzsg
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Post by zwzsg »

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!
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.
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Zoombie
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Post by Zoombie »

Also i was thinking that wrekage sould be deformable, so when you blow up an enemy it leaves behind wregage that can tell you how it died. So a burnt out tank thats on it side, with a large cunk bored out of the armour on th bottom, you might think that that vally might be mined.
Doomweaver
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Post by Doomweaver »

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.
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WillRiker
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Post by WillRiker »

not really
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

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.
Archangel of Death
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Post by Archangel of Death »

Not many units have unused ammo, not many have ammo. plasma cannons, e(nergy)mg's, lasers, no ammo their. Rockets and missiles? Well, you'd have to assume they aren't using nanites to make it on the spot, but are instead storing it in those awfully small shells...
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

So? You saying it wouldn't be cool if it happened accasionally?
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AF
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Post by AF »

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
Archangel of Death
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Post by Archangel of Death »

Well, it could be rather cool. I just don't think it fits in with TA. Of the weapon types, only missile armed units might have unused ammo sitting around, and missiles would be the least likely to survive an explosion.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

If its not too hard to implement, then just leave it as an option.
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zwzsg
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Post by zwzsg »

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.
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...

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.

[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'd don't like randomness in game, unless it's used purely for eyecandyness.
Torrasque
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Post by Torrasque »

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...
I had never noticed that!
And in TA, the wreckage are already chosen according with the streng of the weapon no?
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BlackLiger
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Post by BlackLiger »

To be honest, id go the way of mechcommander w the ammo thing. Rather than shooting out, it causes the unit to explode massivly, becoming an unreclaimable wreck, but its like 1 in every 2000 units sorta thing.
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zwzsg
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Post by zwzsg »

Torrasque wrote:And in TA, the wreckage are already chosen according with the strength of the weapon no?
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.

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;
}
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