13 Jul 12, 12:57AM
Hello dear assault cubers, today I have a simple question, is it possible to make the water be deathly by contact? Even make it do damage over time?
Thanks for your time!
Thanks for your time!
Water damage?
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13 Jul 12, 12:57AM
Hello dear assault cubers, today I have a simple question, is it possible to make the water be deathly by contact? Even make it do damage over time?
Thanks for your time!
inb4 lava
Poseidon and Gaea are plotting against us. Save yourselves. ac_moon. Our only hope.
13 Jul 12, 01:21AM
Unless you get some game code editing done, then no.
13 Jul 12, 01:27AM
How difficult would it be? Are there players capable? Is the earth an oblate spheroid?
Learn some C++ basics and you already made the first step. Or you know, ask someone that already knows, though for these types of things most people end up doing it themselves. There's not much motivation with helping from the other end is there?
13 Jul 12, 01:51AM
(This post was last modified: 13 Jul 12, 01:53AM by paulmuaddibKA.)
Well, if you want to be a part of a rising new AC more open to everybody in which an individual contribution that improves gameplay is acknowledged by all and used, then, please begin nao.
Cause I cant start to enumerate how water damage would improve this game, takking mapping in relation to gameplay to a new level, and improving already known and played "modes". BTW, don´t know if you have noticed, but Im not the most clever guy. So, please, consider my limitations when offering such advice as learn C++, XD (I blame marihuana).
13 Jul 12, 02:27AM
13 Jul 12, 05:37AM
Well, this wold make aqueous almost totally biased.
13 Jul 12, 07:18AM
Lol.
ac_moon would just be spawn-suicide then xD.
13 Jul 12, 01:06PM
i always thought it was funny that you cant drown OR take fall damage.
Fall damage should be implemented to prevent pooey '@CamperH4x0R-ERRHHMAHGERD!!supervnwoejvq!PINGAS!vijralJHFouofvhGfygu4EVA' maps
13 Jul 12, 01:53PM
Please implement water damage in the new version.
Please ensure that this features hinderance is decided by server administrator. Thanks!
13 Jul 12, 05:30PM
Yeah. Actually, I'm pretty sure I have met a 'deathly liquid' before ingame...
13 Jul 12, 05:58PM
Sure it couldn't have been someone camping in the water and shooting you? I've never heard of environmental damage in AC.
14 Jul 12, 07:41AM
lolno
Won't happen, never will.
14 Jul 12, 03:17PM
14 Jul 12, 04:05PM
I can see an application for said "water damage," namely a pit of lava, acid, and the like.
I know Sauerbraten has lava :>
Is it possible to change the damage of bullets underwater? Like say its currently 24 damage for AR. If another player is underwater, and you shoot them, it would be 20 or something due to water resistance. If fact, there is already water resistance for bodies/players so why not for bullets? I'm just trying to make AC more realistic and so is Paul.
Edit: changes the numbers
14 Jul 12, 05:03PM
Basically, by making water lethal (like Assassin's Creed), you're getting rid of a feature that many mappers use as part of gameplay in their maps.
TBH, lava probably won't happen either. AC is supposed to be in a realistic environment. Why would there be lava and acid in an urban battlefield?
14 Jul 12, 05:45PM
ChO, I understand what you mean, but then with that logic wouldn't you have to make bullets shot by somebody underwater at somebody above do less damage?
Or am I completely wrong? xD Curious idea though.
14 Jul 12, 05:49PM
Well water wouldn't have damage. A clip like entity would have a damage factor on. This was removed from AC from the cube engine (I believe.) But it could be reimplemented.
You should really be asking for the inclusion of the carrot entity. I miss it.
14 Jul 12, 06:14PM
* Nightmare re-makes the one quake 3 map where you go boing boing ahhhhh and fall into space to your death.
14 Jul 12, 08:52PM
Even without looking at the code one can assume there is an "underwater" state with the change of sounds when the player is under water.
audiomanager.cpp: [SELECT ALL] Code: bool underwater = /*alive &&*/ firstperson && hdr.waterlevel>player1->o.z+player1->aboveeye; There's also this, but you can't really mod your health with it (in game) Eww no syntax highlighting :/
14 Jul 12, 09:22PM
it's going to be like this
14 Jul 12, 11:51PM
How would aqueous be biased? Surely you wouldn't drown in water that goes up to your shins. When people are speaking of water damage, I think they mean water that you can be completely submerged in for a long enough period.
Though tbh, I wouldn't really want it implemented.
14 Jul 12, 11:57PM
(This post was last modified: 15 Jul 12, 12:13AM by paulmuaddibKA.)
From insta death to damage over time, and any tweak imaginable, just let it be a decision of the server owner to turn it on or off.
EDIT: OR mapmakers decision, XD as suggested.
15 Jul 12, 01:47AM
* Orynge jumps in water.
* Orynge instantly dies. Why would anyone immediately die after being submerged in water? :|
15 Jul 12, 02:48AM
The idea is not totally absurd but it implies a great deal of coding....
15 Jul 12, 02:54AM
(15 Jul 12, 02:48AM)DES|Cleaner Wrote: The idea is not totally absurd but it implies a great deal of coding.... As I posted above the code that would be used for "triggers" is there already. All you'd need is to standardize/sync hp loss across players when one person is submerged for a long time. Though, in my opinion, not a lot of maps should have areas to be fully submerged and thus benefits of implementation would be marginal. Even if it was in, people would just surface every once in a while to restore their "breath". |
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