Real Time Projectiles, Cavity Based Damage, Physics Calculated Terminal Ballistics, Bullet Deformations. The Evolution of the First Person Shooter!
Screenshots from the new map King of the Hill.
Occupation and resistance forces are fighting for control of a fully destructible fort atop a hill. Occupation forces must capture the fort in order to win, while resistance forces can choose to destroy or capture the fort. The resistance must plan their attack carefully because the more damage the fort sustains the faster Occupation forces can secure it.
u are so doomed FAKE UR DEATH NOW
This is a great example of a major issue with this game.
An actor is able to stand even though their pelvis and legs are trashed. I think what should happen is that the player is knocked over but can't stand up, like they would move by dragging themselves (if their arms work...). Another person could then drag this person to an entry or an HQ zone so they can be healed. Maybe like forcing a slow moving crouch position or something (well, I guess then some people would complain about adding a new animation and such...)
amry of two
Like in that old game, Operation Flashpont?
Take a shot to the leg and your crawling to a medic.
Brilliant idea
mavis, i agree with you because if a damage system that shows general regions of injury on the body, then critically wounded limbs should not function. but saying that it is a major issue with a game.... well i wouldn't say that.
but i would suggest a scripted event to occur when one or more of the legs becomes critically wounded, in which you fall to the ground with the only ability to pull the trigger and look around limitedly, until you finally settle on even ground, so for the most part you are a tumbling ragdoll, depending on the terrain or force/direction of an explosion or bullet impact.
so if you are on a roof and get shot in the knee, you become a ragdoll and will roll off the roof instead of just hitting the deck. and the ragdoll sequence will only cease once you have come to a relative stop, so if you're on a big hill .... well.... you don't stop tumbling till you hit something that will stop you.
now once you do settle, you are either on your front or your back. while on your stomach you can slowly move, but do not have an effective range of aim. so once you find a safe spot you can hit a key to roll on your back and then you have a better range of motion, and with one leg you can slowly shuffle backwards, but with both legs maimed, you cannot move at all in this position.
also minor forms of injury to legs can cause limping which causes a decrease in speed and ability to change direction. i'm also thinking that if you have a one or more legs with minor injuries in different sections that it doesn't become crippling, but enough minor injuries can eventually equate to a critical. that way someone can't just shoot you in the leg a few times in different spots with a pistol and cause you to just drop.
That level of injury effect requires a fair amount of additional View and World model animations, something we plan on doing as soon as we begin customization of models. It is however important to note that while other games give you "injured" animations they also are calculating damage in a rudimentary way. The reason we are able to identify wounds that need additional modeling is because occupation captures it in such a realistic way.
Hey, I'd take being knocked down and such even if it looked like super mario when it happened, as long as it happens realistically not all of it has to look perfect. (but then that's me...)