freepower said:
I agree with you on most levels, but for me it's just too odd an anomaly to bring into the game. I don't want to have warn players to not shoot people at point blank, and I feel it spoils the immersion - I might consider this for a heavy machine gun/autocannon firing "explosive" rounds, that might well be a lot of fun... Just imagine having only enough AP to fire and knowing you needed to walk away before shooting. It would drive you mad.
Well honestly I don't think anyone would shoot a assault rifle/machinegun gun from point blank range, unless they were forced to. Bullets do ricochet and your enemy can grab at your weapon and turn it towards you while its bursting or even worse, disarm you entirely. "Point blank shotgun executions" doesnt seem like something someone would actually try to acheive in a real fight... a knife or a club would do a much better job at point blank and would be alot more reliable and silent.
I try to make a realistic mod, so this is not really a concern for me, hehe.
Some of the strange things happening are related to the way projectiles arc in the game. The problems your encountering
were already in the game when you use grenades/rockets weapons as they always had a small chance to hit yourself and it requires attention to avoid this.
All you gotta do is apply the same caution here.
You gotta remember also to aim at the tiling sometimes, instead of clicking directly at an enemy. This will make a big difference for self-friendly fire.
These changes make combat very different and you have to adapt to this.
I've playtested the system alot and I usually never get my own guys killed, while keeping the play natural. I also enjoy the big friendly fire issue, as it makes combat alot more realistic!
freepower said:
On a final note, whar'd you get those weapon sprites? Would you mind if I used one or two of them? I think I've seen some before, but not all of them...
Their all from sprite packs that were made by others, so no I don't mind at all. I don't quite remember where I got them as i've had them on my HD for years. I can email the packs to you if you want though, their all very nice and contain many more weapon sprites.
freepower said:
I can imagine you've probably tried different damage radii and other mechanics - what effect does a smaller radius have on the weird effects? What's the point in that -400AC?
There is less friendly fire with smaller radii, but it also means that the weapons become less lethal and each seperate impact point wont be "dangerous" enough to players, making it look and work bad.
Well I just wanted the armor class to be negative for the changes to work best, but it doesnt have to be that low to work, it just makes it easier to work with.
Armor class is still effective and the better armor you wear, the lesser chance of bullets hitting you. But with this mod, the most imporant part of your armor is the damage reduction it does.
requiem_for_a_starfury said:
Plus I think it's incuring the spread fire bug, I'm firing at an opponent 5-6 tiles away and hitting the character firing and those either side of him.
Hmm, I have no idea why you would say this, as my system actually fixes the spread fire bug entirely by eliminating the fire modes that incurred it.
What youre seeing is random projectile impact. It makes the game alot more random and means that you won't always hit what you shot at!
requiem_for_a_starfury said:
Interesting idea but for me the vehicle dust just doesn't work. Oh it looks fine in the test map, but swap the dirt floor for something else and it looks odd. Have you thought about using the impact laser it's much more versitile for different floor tiles
This is true, I didn't really test with any other impactfx then the dust. Maybe laser is alot better and dynamic choice. I will try it out, thanks.
Oh and the laser smg I made was just a fast cook up, I actually forgot to change the sound. As I said its just a test map to showcase the bullet impacts.
Edit: You are most certainly correct! The laser impact looks alot better then the vehicle dust one. I will be testing some more impactfx's from now on I think. This should also make it look better on metal surfaces. Good tip there mate.