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| Real Frag grenade and a new Skrith grenade. http://www.runestorm.com/forums/viewtopic.php?f=63&t=41735 |
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| Author: | Vivicector [ Fri Aug 24, 2007 12:55 am ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
My first advice is to add fragments to the Pineapple grenade. They can ricochet (bounce off) from walls and hit nearby players. Number of fragments = number of them in the grenade model. IMHO, it would be realy cool and easy to make. To balance it, explosion damage and radius can be reduced. Skrith hand grenade: energy grenade with about 200-250 damage and smaller radius that Pineaple gr. had (before adding frags). It's feature is that you can set detonator time: blow on impact, 1 sec after impact, 2 secs, 3 and for seconds after impact. |
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| Author: | reaper900 [ Fri Aug 24, 2007 4:19 am ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
I like the idea of Grenade Shrapnel,but it might be a little to heavy for the game to process hundreds of tiny model's bouncing off surfaces or at least it would be for UT2004. I also love the idea of an energy grenade,but for it to be able to explode on impact would be too overpowering for players in my opinion,especially since it can deal up to 250 damage.Maybe it could be specialized for Anti-Vehicle attacks,it would make the Impact Explosions a lot more balanced and the damage would be about right then.It could have some sort of damage penalty when used against players,the same way the AvRIL worked.I also just thought,maybe the damage could be raised to 300-350,but you have to charge the grenade before you throw it. |
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| Author: | Vivicector [ Fri Aug 24, 2007 8:14 am ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
Quote: I like the idea of Grenade Shrapnel,but it might be a little to heavy for the game to process hundreds of tiny model's bouncing off surfaces or at least it would be for UT2004.
This may be realised like (sorry, I don't now exactly, how it is called) instant hit bullets. This variant will decrease the hardness, but will be less realistic. Another is to make shrapnel model invisible at hight speed. And the model can be made using 4 polys only. Also, I don't think, that there must be hundreds of them. About Skrith grenade: may be make such blowing options: 1,2,3 seconds after throwing. Will this balance? |
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| Author: | reaper900 [ Fri Aug 24, 2007 3:49 pm ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
Yeah that would balance it a bit better. And I guess hundred's is a bit of an exaggeration,it would probably be more like 80 or 40. |
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| Author: | Kaboodles [ Fri Aug 24, 2007 6:37 pm ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
I've actually tried making a fragmenting pineapple, with a projectile using the Flak Chunks' model (I have no idea how to do traces yet and projectiles are so much simpler). The grenade blasts out 75 of these chunks, around it randomly, though I've found them rather ineffective. They're much deadlier with my FP9 claymore, thought when they impact a surface (I just used the impact effects for BW bullets), they all make a bullet-striking sound, which gets really loud when there's 60 of them all hitting in the same area and sometimes causes the explosion sound to not play. |
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| Author: | Captain Xavious [ Fri Aug 24, 2007 9:44 pm ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
For the sound problem, could you make perhaps a maybe a random chance of them sounding? Put it to maybe 20% of the time they sound and it should sound fairly believable and cut the bugginess of it. |
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| Author: | OCAdam [ Sat Aug 25, 2007 7:40 am ] |
| Post subject: | Real Frag grenade and a new Skrith grenade. |
Captain Xavious wrote: For the sound problem, could you make perhaps a maybe a random chance of them sounding? Put it to maybe 20% of the time they sound and it should sound fairly believable and cut the bugginess of it.
That would be hell to try coding man.... I still can't find a way to increase footstep volume for an individual player! |
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