devinpatterson Posted January 13, 2015 Author Share Posted January 13, 2015 correctionNone -1 Torso 0 Head 1 1 Head 2 2 etc. etc Hehe this is from my own post some time ago. That's how rusty I am. Right but keep in mind you may have to do your own book/record keeping since a limbs AV (say RightAttackCondition) doesn't differentiate whether the damage is right arm 1 or right arm 2, it's just a base value of 100 for the whole limb. But that's only a problem if you have to use getActorValue. If you use your own artificial tally, you'll have more flexibility in determining what part of the limb is getting most/more damage. But I'm probably not telling you anything you don't already know. Link to comment Share on other sites More sharing options...
imu333 Posted January 13, 2015 Share Posted January 13, 2015 (edited) Anyway a lot of stuff we can do to really F up our mech in battle as it heroically continues the good fight. Maybe if peeps like it we can feed some of these tricks back into creatures. It might be fun to see a SM behemoth loose a arm and come at you in a frenzy. And certainly it should be a viable possibility for all bots to loose certain limbs but continue to function.....in a less optimum way of course :wink: MP reference? :laugh: Edited January 13, 2015 by imu333 Link to comment Share on other sites More sharing options...
devinpatterson Posted January 13, 2015 Author Share Posted January 13, 2015 MP reference? :laugh: Definitely :smile: We have the holy hangranade, why not a fallout-ized version of the black knight. I'm guessing that would be a black sentry bot? Sounds like a worthy homage to MP. We can also script a forced dialog via the ambush function each time he looses a limb. I'd hate for the comedic dialog to be missed by the player. Link to comment Share on other sites More sharing options...
irswat Posted January 14, 2015 Share Posted January 14, 2015 :-D Fallout2AM has offered to join the project to help us with the HUD! Looks like we got a team! Link to comment Share on other sites More sharing options...
devinpatterson Posted January 14, 2015 Author Share Posted January 14, 2015 :-D Fallout2AM has offered to join the project to help us with the HUD! Looks like we got a team! That's great news, she's very knowledgeable in a lot of areas in re: to fallout, but I wasn't aware she worked with xml/hud. I'll get in touch with her. Link to comment Share on other sites More sharing options...
irswat Posted January 14, 2015 Share Posted January 14, 2015 http://www.mechlivinglegends.net/wp-content/uploads/2012/03/mwll-mechhud-concept01.jpghere is some concept art Link to comment Share on other sites More sharing options...
devinpatterson Posted January 14, 2015 Author Share Posted January 14, 2015 I'v mentioned I'd like multiple, pilot-able mechs. Besides teh humanoid version, I'd like possible alternatives like a scorpion tank, a two legged walker etc. Thanks to Jojash & jazzisparis we have permission to use a script that has some advantages over Illyisms's rideable creatures. So potentially any critter that is animated in game can be a mech. There is going to be a price to pay in cpu cycles & fire/targeting (I believe it's still a bit kludgy), but I think it will be well worth it too have the variety of choice. I'd like to keep you guys to keep an eye out for a animator that can do a relatively easy (by comparison) attack loop for automatic fire from the pincers of a scorpion. I suspect the attack loop is an easier animation since it's a pretty simple loop of a few frames back and forth, then juggling the projectile node back and forth between the claws. Then we can replace the claws with chainguns ala the cover/promotional art of wasteland 2; http://cdn.superbwallpapers.com/wallpapers/games/wasteland-2-17019-1920x1080.jpg Although possibly replacing the tail chaingun with a rocket launcher. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 14, 2015 Author Share Posted January 14, 2015 here is some concept art Regarding teh console part of the overlay (the lower third and part of the top) I think we should go with a more fallout style. That has the advantage of using existing assets (ie terminals for instance) and keeping the fallout theme. This way the lower displays look like they are on the typcial fallout CRT screens. I'm not a *huge* fan of the retro sci-fi (I like it, but not as much as other genres like cyberpunk), but when in Rome..... I think we checked on the radar mod, and we can probably use it as is (without changing the graphics) thanks to Gribbleshnibit8. We'll also have to throw in a graphic of the currently equipped weapon since we'll have to be hotkeying them (partly because we don't have the pipboy interface, but also because of the way we're making them, we don't just equip the weapon we also have some additional code tagging along). Link to comment Share on other sites More sharing options...
irswat Posted January 15, 2015 Share Posted January 15, 2015 once imu gets me some assets I'll start work on the mech weapon systems script and damage modules, LORD permitting. Link to comment Share on other sites More sharing options...
imu333 Posted January 15, 2015 Share Posted January 15, 2015 once imu gets me some assets I'll start work on the mech weapon systems script and damage modules, LORD permitting. Might take a while, as the mech has to be done from scratch, and I'm still on the drawing board. Link to comment Share on other sites More sharing options...
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