Bullet to wall code and mobs.

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TopHatPenguin
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Bullet to wall code and mobs.

Post by TopHatPenguin » 13 Apr 2017, 01:43

Summary (a quick, 2-3 sentence summary):effectively this is a suggestion to see if it's possible to reuse the bullet to wall code on living mobs to show if they've been shot. This in theory could work on xenos and marines potentially.

Bullet to wall code being when you fire at a wall it'll leave a bullet mark on the wall which is pretty neat. This suggestion is to use the code for that on job to show when they've been shot etc. I mean it probably doesn't work this way but I can dream.

Benefits (How this will benefit the server and game as a whole): Immersion.

Details (Description of how you think this would work, the benefits, etc): Pretty much the summary not much else to add.

Implementation (Optional, if you have an idea how to implement it): Coding and spriting.

Another back burner project if this is possible.

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Ordukai
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Re: Bullet to wall code and mobs.

Post by Ordukai » 13 Apr 2017, 01:48

Wouldn't it be weird to see marines slowly regenerating holes? And the game would have to decide which brute damage is being healed- That is was it the brute damage from punching, the brute damage from being shot, or the brute damage from walking over glass with no boots like an idiot.
TLDR: Go back and read it. I spent time writing that, ya know.

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TopHatPenguin
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Re: Bullet to wall code and mobs.

Post by TopHatPenguin » 13 Apr 2017, 01:53

Ordukai wrote:Wouldn't it be weird to see marines slowly regenerating holes? And the game would have to decide which brute damage is being healed- That is was it the brute damage from punching, the brute damage from being shot, or the brute damage from walking over glass with no boots like an idiot.
You're right in all regards Ord and honestly I have no idea how to make it not look like every marine is wolverine or how to get brute damage to have different meanings. It'd be nice to see it work as intended but I cant think of anyway for it to, unless a new type of damage system was made which includes firearms, melee and general brute, which that in itself would be hellish to code and a nightmare.

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Wubs4Scrubs
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Re: Bullet to wall code and mobs.

Post by Wubs4Scrubs » 14 Apr 2017, 12:11

+1 (If it can be done)

In video games one of my favorite additions is seeing the damage done by combat, like for example in a shooter when you unload on somebody with a .50 caliber machine gun and they just puff a little red mist and fall over. Instead I love the way it works in a game like Max Payne 3 where you can see where each individual bullet hit, it's satisfying to see the damage you are dealing to enemies and it makes you feel like a badass. Regarding the whole regenerating bullet wounds thing goes I think a possible solution would be to have bullet holes only really appear when the wound is serious enough. Meaning that if you get hit with a couple SMG rounds that you don't look like Swiss cheese but if you take an AP rounds to the arm there's gonna be a mark.
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forwardslashN
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Re: Bullet to wall code and mobs.

Post by forwardslashN » 16 Apr 2017, 10:32

Not really plausible to do, and largely unnecessary given how much other icon modification takes place. Denied.
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