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Unit explosion: flying debris
Posted: 10 Oct 2006, 04:21
by Caydr
I have a group of 20 aks. They attack an hlt and two LLTs. 5 of them die, not to the laser turrets, not to the explosion of their comrades, but to the chunks of their comrades flying through the air for great justice.
I tested this just now, a chunk of flying AK debris did a whopping 60 units of damage to the AK it hit. 60 units! That's a third of the other AK's health!
I don't know how the system works for determining how much damage flying debris currently is, but it's so out of whack I'd consider it a bug if I didn't know better. I'd like to suggest it is changed to this one:
Every chunk of debris is capable of doing 5% damage of its original owner's HP. So a unit with 1000 HP explodes and a chunk of it hits something. The "something" loses 50 hp. An AK explodes and its flying wreckage bits each have the potential to do 12.5 units of damage.
Seems a lot more sensible than the random number generator or whatever it is that's in place right now.
Posted: 10 Oct 2006, 04:43
by Pxtl
Imho anything like that (also see the impact damage stuff) should be FBI configured. Yes, there are already too damn many FBI tags - but that's because they model complex behaviour. If the behaviour is complex, then the configuration should be likewise complex. If units generate exploding chunks, then there should be a way to override the default behaviour of said exploding chunks. Likewise, I find it sad that Caydr had to nerf all of the concussive power of the weapons in AA because small units took too much damage from concussions. If they could be toughened against that concussive action, then the fun knocking-units-around could stay.
Posted: 10 Oct 2006, 05:11
by Snipawolf
Nah, I would like it to be mod definable! Cuz, I used that AK thing a lot...
You would be surprised the wave of destruction 20 aks and a nuke mine can make on an enemie's economy, the pieces fly, THE WHOLE WAY ACROSS CASTLES! So, its a keeper, I like 'em, a lot...
Long range artillery "Shrapnel" weapon FTW!
Posted: 10 Oct 2006, 06:17
by Cabbage
I decided to spawn 2000 AK's right ontop of a commander yesterday. After the initial explosion left a nice clearing, A.K's kept blowing up all over the place from the shrapnel. ^^
I quite like it the way it is....
<goes of and makes a video>
Posted: 10 Oct 2006, 06:21
by Zoombie
I never knew the bits of units could actually DAMAGE things!
That is SOOOO COOOL!
Posted: 10 Oct 2006, 07:03
by Cabbage
Here we go...
http://www.fileuniverse.com/?p=showitem&ID=3919
It's about a minute long, only tried 1 attempt so it could be better, but you should be able to see the shrapnel causing deaths ^^
P.S. - If anyone can tell me where i can get the encoder Zorbawic used to redo my second video
http://www.fileuniverse.com/?p=showitem&ID=3592 i'd appreciate it, planning on making a new one showing all the new sexyness :D
Posted: 10 Oct 2006, 11:50
by rattle
Use
virtualdub. ALT+C/CTRL+C select the compressor to be used for audio/video (I recommend 128kbps cbr lame and probably xvid through fddshow). Then just save it.
edit: Zorbawic earns the good music taste award for putting the pendulum remix in that video

or was it you Cabbage?
Posted: 10 Oct 2006, 12:52
by Snipawolf
One more thing, it bounces! It bounced right over Chrispin's defensive lines and into his economy, muahahahah!
Posted: 10 Oct 2006, 14:59
by Cabbage
It was me rattle ^^
I've got virtual dub, but i've never really got the hang of it... i know, its not exactly rocket science :p
I used video studio, i think you add diffrent encoders to it..
Posted: 10 Oct 2006, 15:10
by LathanStanley
Posted: 10 Oct 2006, 16:24
by Cabbage
^^
Posted: 10 Oct 2006, 16:46
by Caydr
Uh, please be serious... aside from the comic effect this can have, it is also really bad for gameplay.
Posted: 10 Oct 2006, 17:46
by BlackLiger
I dunno, making it unit specific WITH A default of 5% of max health sounds like a good deal.
That said, I also think we need units which aren't BUILT at their max health, and have to heal to that health ONCE done...
Posted: 10 Oct 2006, 17:59
by Soulless1
BlackLiger wrote:I dunno, making it unit specific WITH A default of 5% of max health sounds like a good deal.
QFE
BlackLiger wrote:
That said, I also think we need units which aren't BUILT at their max health, and have to heal to that health ONCE done...
eh, couldn't hurt

Posted: 11 Oct 2006, 00:57
by Yeha
The debris explode on impact for 50 damage if the EXPLODE_ON_HIT flag is used in the script.
Posted: 11 Oct 2006, 01:05
by rattle
Happy decobbling, Caydr.
Posted: 11 Oct 2006, 01:13
by Helix
to me is fine as it is. we don't want krogoth debris hit something with the 5% health thing, right?
or, to not be that extreme, a bulldog debris will do about 200 damage to anything it touch. and 200 is more than his cannon damage
THATS WHY A SINGLE NUKE BLEW UP MY WHOLE EFFIN BASE!!!!
Shocked Shocked Shocked Shocked Shocked Shocked
the 5% health debris will just make that worse

Posted: 11 Oct 2006, 02:43
by Caydr
Eh... 5% to a maximum of 50 then, and can be overridden by FBI?
Posted: 11 Oct 2006, 08:53
by KDR_11k
Yeha wrote:The debris explode on impact for 50 damage if the EXPLODE_ON_HIT flag is used in the script.
So that's why it didn't happen with any of my units, I thought that flag wasn't implemented.
Posted: 11 Oct 2006, 20:44
by Helix
Caydr wrote:Eh... 5% to a maximum of 50 then,
yeah... that would be good. will fix the ak-killing-themselves thing.
( and ak + mines won't be that useful anymore

).
Caydr wrote:and can be overridden by FBI?
debris crawling bomb ftw!
(explosions can create EXPLODE_ON_HIT debris? if possible, with the FBI tag, cluster weapon could be created)