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lopl

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Author Topic: Gang Garrison Classic |< BETA 7 fucking delayed due to Episode 3>|  (Read 63804 times)
ubd
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« Reply #645 on: December 26, 2010, 07:32:15 pm »

Meh, I don't really think the Eternal Reward would fit in.
The way I picture feigning working is after you press the assigned feigning key you transform into a corpse lying on the ground. Further damage can be taken, of course, but bleeding would be nonexistant while feigning. You can feign for an unlimited amount of time. After unfeigning, the corpse disappears and you get roughly 4 or 5 seconds of invisibility.
Many people dislike the idea of disguises but I think if we imported them ino the game they would be highly remniscient of tfc gameplay.

We could also allow for a slightly shorter backstab animation time, in exchange for only a 70% chance of getting an instakill from it.
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Lemonade
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« Reply #646 on: December 27, 2010, 06:06:56 am »

Stab does 100 damage and has a quicker animation. Would that be good ?
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« Reply #647 on: December 27, 2010, 07:01:29 am »

This guy is smrat
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« Reply #648 on: December 27, 2010, 11:41:18 am »

hey, i dont know if you have made your mind on whether conc nade has other affect than pushing the player, but i have an idea.
how about this: if enemy who gets hit with conc blast, his controls invert for a short time

in other words, A=D/D=A and stuff

would make conc blast a lot better use if enemy getting hit would suddenly start randomly running around



And what about the scout then? The scout uses the conc nade to jump high. And he will need proper controls then, otherwise he will jump backwards?
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ubd
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« Reply #649 on: December 27, 2010, 01:18:22 pm »

well, in tfc the conc confusion effect only applies if you are right on top of the nade or hit directly by it. Anybody standing near it would only get splash damage. This allows scouts and medics to conc jump.
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« Reply #650 on: December 27, 2010, 01:41:27 pm »

hey, i dont know if you have made your mind on whether conc nade has other affect than pushing the player, but i have an idea.
how about this: if enemy who gets hit with conc blast, his controls invert for a short time

in other words, A=D/D=A and stuff

would make conc blast a lot better use if enemy getting hit would suddenly start randomly running around



I think they shouldn't do this. Maybe they could implement a slowdown/stun system. Or both. Either slowdown, stun, or stun at close range and slowdown with hits that aren't within 20 pixels of the concussion grenade but within 50-60 pixels. This way scouts can grenadejump, but now you have a cons to it, because if they're too close they'll get stunned and if they succeed they'll be a bit slower (Maybe lose 33% of speed?). Scouts can still use them and it has a useful effect. And it could have 5-10 damage, since there's a metal casing filled with stuff blowing up RIGHT THERE. Therefore they don't copy TFC grenade systems (Maybe valve would sue them? I don't know if you can sue for this.) and they still have a decent system. From my view, problem solved.
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Dusty
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« Reply #651 on: December 27, 2010, 07:29:45 pm »

here's a simple idea for the concussion (read: ripped from all the other explosives):
have only enemies get the confusion effect, but everyone gets the knockback.
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« Reply #652 on: December 27, 2010, 09:26:02 pm »

here's a simple idea for the concussion (read: ripped from all the other explosives):
have only enemies get the confusion effect, but everyone gets the knockback.
You forget self-concussion.
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« Reply #653 on: December 27, 2010, 10:03:35 pm »

There are ways to make the screen shake and rotate, I've been using them for years. Beyond that, color blending and an overlay effect, randomly drawn sprites if you wanna get fancy. I'd use that for the hallucination nades. I'd stick to shaking and rotating for concs. Subtle, though.
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« Reply #654 on: December 27, 2010, 11:04:13 pm »

Yeah, concs are supposed to reduce aim and hallucination nades are supposed to...well, hallucinate, but without directly decreasing your ability to aim.
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« Reply #655 on: December 28, 2010, 05:41:54 am »

uh, how we gon do that?
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« Reply #656 on: December 28, 2010, 06:38:45 am »

Code:
if(conc = true){
falseaimDir or what have you = point_direction(x,y,mouse_x,(mouse_y*-1)+room_height)
}
of if you want the concusssion effect to be greater as you get closer to the explosion
Code:
if(conc = 1){
falseaimDir or what have you = point_direction(x,y,mouse_x,(mouse_y*-1)+room_height)
}else if(conc = 2){
falseaimDir or what have you = point_direction(x,y,(mouse_x*-1)+room_width,(mouse_y*-1)+room_height) /* or add 180, either way. */
}
« Last Edit: December 28, 2010, 06:57:07 am by BluDragon » Logged

Lemonade
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« Reply #657 on: December 28, 2010, 08:22:25 am »

I got some code for screen rotation. Just make the concussion effect create an object with :
Code:
vmax += (number below 5 or something)
gmax += (number below 2 or something)
as an alarm 0 (defined as worth 1 in the create event before it), and then a step with something like :
Code:
var a;
a = (view_angle[0] mod 360) + 360;

if go < go_t
  go = min(go+0.1,go_t);
else if go > go_t
  go = max(go-0.1,go_t);

if go > 0 && a >= vmax+360
  go_t = -gmax;
else if go < 0 && a <= 360-vmax
  go_t = gmax;

view_angle[0] += go;
I'm not really experienced in that so heh, maybe you could adapt this or something.
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Leiche
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« Reply #658 on: December 28, 2010, 12:09:01 pm »

Why dont you guys try them out yourself ?
The source is in the package, and im always happy if someone actually contributes stuff to GGC, instead of just discussing things why i need to do this and that.
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Psychopath
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« Reply #659 on: December 28, 2010, 12:34:06 pm »

Why dont you guys try them out yourself ?
The source is in the package, and im always happy if someone actually contributes stuff to GGC, instead of just discussing things why i need to do this and that.
Translation: I'm lazy, you guys do it.

:v
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