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Playable Fallout Mech


devinpatterson

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correction

None 	-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.

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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 by imu333
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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.

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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.

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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).

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