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| XLR 28 Combat Chainsaw http://www.runestorm.com/forums/viewtopic.php?f=63&t=74639 |
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| Author: | Captain Xavious [ Thu Jun 05, 2008 4:22 pm ] |
| Post subject: | XLR 28 Combat Chainsaw |
Alright, I need brainstorming for my chainsaw. As planned, primary fire will be the classic Doom Style stab, with alt fire being an upwards stab, possibly impaling the foe. Features: -I'd like it to take a random number of pulls of the cord, probably 1 to 3 pulls, to start this beast up when you pull it out. -Water kills the engine. When submerged, it cuts out. I know this is easy enough to do. Possibly reload key to pull the cord and start back up? -You manually have to start it up? Reload key pulls the cord? Should always start by the 3rd pull, to keep things more fun than annoying. -Chain revolutions? The more you saw into people, the lower it would go. Letting it go to 0 would stall out engine, forcing restart. Pressing fire when not hitting anything brings speed up almost instantly.Probably would implement the "Charge Bar" for it, with the bar increasing by a large amount with each cycling fire, and decreasing by a fairly small amount (possibly determined by texture's material properties, much like how penetration is determined?) each time it cycles when hitting something. I know I can make it know when it is in contact with something or not, the Dark Star's alt fire can tell if its contacting something or not. -Violent upwards kicks? On a real chainsaw, using the tip to cut greatly increases your chances of forcing the saw to kick violently upwards towards your face. I would like to implement this, but considering the primary attack would be using the tip to cut, I can see problems with this, as I want the risk of this to be lessened with actual skill with a chainsaw, not to have it always happen regardless of how your use it. Suggestions? A way to determine if it kicks up could be to make a check when hitting stuff for how far out the tracer goes before contact, and creating a percentage based on that on if it would kick upwards and how violently it kicks up, with higher kicks causing damage. -Alternate attack style controls? DC mentioned to me a possibility of having the mouse movement control the saw's swings. I suspect this involves manipulating the chaos from turning to use it to your advantage. I want this to feel as mch like a real chainsaw as possible. If we were to keep this like a regular melee weapon, without such drawbacks, it would probably be overpowered. I don't want that to be the case. And I really want a realistically behaving chainsaw. |
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| Author: | OCAdam [ Thu Jun 05, 2008 6:09 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
So far I like DC's idea. Of course it'd be probably better to see if he could code that if you can't get any of us a skill high enough to try our hands at. Just because I said this, SOMEONE will step up and try. |
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| Author: | SHAD0Wdump [ Thu Jun 05, 2008 6:16 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Quote: -Violent upwards kicks? On a real chainsaw, using the tip to cut greatly increases your chances of forcing the saw to kick violently upwards towards your face. I would like to implement this, but considering the primary attack would be using the tip to cut, I can see problems with this, as I want the risk of this to be lessened with actual skill with a chainsaw, not to have it always happen regardless of how your use it. Suggestions? A way to determine if it kicks up could be to make a check when hitting stuff for how far out the tracer goes before contact, and creating a percentage based on that on if it would kick upwards and how violently it kicks up, with higher kicks causing damage. How about having it so when this thing starts kicking up you can press alt or special to tell the game you want to force that sucker down.doing so will level it out more. And I trust your secondary is akin to a uppercut but with a chainsaw? EDIT:came up with a suicide death message... (user) ribbonized his/her forehead with the chainsaw. Also just realized what would happen if you didn't code the bots to manage this thing correctly,they'd keep defacing themselves as soon as they see a person.(provided they can keep the thing running) |
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| Author: | Captain Xavious [ Thu Jun 05, 2008 6:48 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
I like that idea, ShadowDum, of pressing alt. Fire to level it out. Good idea. And yeah, alt fire would be something like an uppercut, though of course that fire mode is still up for debate, just an idea. I might use that suicide string, too. Good point about the bots. Completely forgot about that. Well, something could be figured out, perhaps just simply making it so there's always a chance they'll hurt themselves, like normal, but they won't be able to control it to prevent it from flying, but in exchange they got lower chances of it happening? We'll have to see. As for DC's control scheme, I don't really think it'd be too difficult to do, but I don't know. |
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| Author: | SHAD0Wdump [ Thu Jun 05, 2008 11:48 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Quote: ShadowDum Ooh you crossed the line there bub. Still I really want the uppercut,just sounds wicked. |
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| Author: | Captain Xavious [ Fri Jun 06, 2008 9:20 am ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Oops, sorry about that, ShadowDump. My bad. :p |
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| Author: | Treadhead [ Sun Aug 03, 2008 1:15 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Awesome. This is pretty well-thought out. Can't wait to chainsaw somone. |
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| Author: | Defyant [ Sat Oct 11, 2008 10:51 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Call it the P-Lah Combat Chainsaw and I'll give you a lifetime supply of ideas.(conditions apply) ![]() It sounds pretty awesome. Can't wait to chop some heads off with this baby. With the chainsaw sawing your head in two, maybe give it a 5/10% chance of happening. |
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| Author: | Glosmostinex [ Sun Oct 12, 2008 10:22 am ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
He already coded his Chainsaw! it's a Beta now: viewtopic.php?f=29&t=161 |
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| Author: | deadly_game [ Sun Nov 09, 2008 10:53 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
Sorry to late post, but i had an idea for an attack for this. Maybe, if you do the upwards jab, and they have less than, say, 10 health, if you do the jab, they get impaled on the saw, and blood goes everywhere for a few seconds, then they could explode or drop into pieces. |
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| Author: | movie002 [ Wed Nov 12, 2008 4:13 pm ] |
| Post subject: | Re: XLR 28 Combat Chainsaw |
how bout attaching it to a chain or string and flailing it around like a mad man it will freek people out decapation will never be more fun.
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