cRPG => Suggestions Corner => Topic started by: Jarold on February 23, 2013, 04:26:09 am
Title: How Smoke Bombs Should Work! Code Included!
Post by: Jarold on February 23, 2013, 04:26:09 am
We all know about the horrific FPS bombs.. I mean smoke bombs. Lets face it they stink, the only viable tactic it has is making someone's FPS drop in a fight. They should be reworked to look more like this...
If they were made like this they should be much more expensive, and probably two slots.
Also if possible make the smoke not a particle effect so that people can't see through it by turning it off in options. ( That might be either really hard, impossible, or dumb. )
http://www.nordinvasion.com/ is where you can get the code or scroll down.
The bombs are actually scripted for teleporting if there's an agent near the landing spot or dealing nonlethal flinching area damage, but that's probably not a good idea for cRPG so I left that part out.
Code: (module_particle_systems.py, think I took this from a magic OSP pack) [Select]
Title: Re: How Smoke Bombs Should Work!
Post by: Dalfador on February 23, 2013, 04:30:51 am
Yes, this will allow people to emerge from smoke as a badass.
ALSO, add a poll perhaps...?
Title: Re: How Smoke Bombs Should Work!
Post by: Jarold on February 23, 2013, 04:35:03 am
Added poll.
Title: Re: How Smoke Bombs Should Work!
Post by: WITCHCRAFT on February 23, 2013, 06:01:08 am
I agree that they are currently useless. Your solution is kinda overdoing it though.
Occasionally, I do see someone throw them in a doorway or an alley to some use. But the fact that turning off particle effects "removes" them means that you can use them with no loss of vision yourself, and that your enemy can turn them off too.
Title: Re: How Smoke Bombs Should Work!
Post by: Joseph Porta on February 23, 2013, 04:58:46 pm
i heard system limitation somewhere
Title: Re: How Smoke Bombs Should Work!
Post by: no_rules_just_play on February 23, 2013, 05:04:15 pm
will this give lags like the current smokebombs?
Title: Re: How Smoke Bombs Should Work!
Post by: Ubereem on February 23, 2013, 05:29:03 pm
dude your arm is greeater than john elway!
Title: Re: How Smoke Bombs Should Work!
Post by: Jarold on February 23, 2013, 06:33:18 pm
The smoke didn't lag me and I have a shit laptop.
Title: Re: How Smoke Bombs Should Work!
Post by: CrazyCracka420 on February 25, 2013, 03:35:56 pm
Would be nice, but I play with particle effects off (nice riding a +3 courser and not having to deal with all the rain particles), so smoke bombs don't even register on my end.
Title: Re: How Smoke Bombs Should Work!
Post by: Korgoth on February 27, 2013, 11:08:02 pm
Smoke bombs should just be deleted. No idea why they are still in... I remember firebombs where put in to stop the XP BARN madness when the xp system only gave you xp for being near a kill so people camped barns and houses for max grind. Now I dont understand why they were kept in but changed to smoke bombs..
Title: Re: How Smoke Bombs Should Work!
Post by: Kafein on February 27, 2013, 11:58:28 pm
Honestly, think smoke bombs should become actual deadly grenades (like before ?). Of course that should make them godlike tier when it comes to upkeep.
Title: Re: How Smoke Bombs Should Work!
Post by: Jarold on February 28, 2013, 03:12:28 am
So are you suggesting the grenades like in With Fire and Sword? Only really kills on a direct hit and hurts others in a small radius. It should take up 2 slots for one grenade if this does happen. I'm not asking for grenades to be put in, i'm just saying what I would like to see if they were added.
Title: Re: How Smoke Bombs Should Work!
Post by: no_rules_just_play on February 28, 2013, 01:59:15 pm
grenades? fuck no. its already so easy to push through a 3 layered shieldwall and now you want to add grenades so people can just throw them into the shieldwall? grenades are killing wfas, people just equip them to troll around and throw these things around
Title: Re: How Smoke Bombs Should Work!
Post by: Lizard_man on February 28, 2013, 02:23:56 pm
Title: Re: How Smoke Bombs Should Work!
Post by: Phew on March 01, 2013, 09:32:41 pm
Ability to control "fog of war" would be really cool, and would open up all kinds of cool tactics. But right now most people just turn off particle effects.
Title: Re: How Smoke Bombs Should Work!
Post by: Jarold on July 30, 2013, 04:56:53 am
bump
Title: Re: How Smoke Bombs Should Work!
Post by: Froto_the_Loc on July 30, 2013, 05:54:35 am
Jarold, you have the support of me, my family, and all the servants that serve under us.
Title: Re: How Smoke Bombs Should Work!
Post by: Huscarlton_Banks on July 30, 2013, 07:01:28 am
Jarold smells.
The bombs are actually scripted for teleporting if there's an agent near the landing spot or dealing nonlethal flinching area damage, but that's probably not a good idea for cRPG so I left that part out.
Code: (module_particle_systems.py, think I took this from a magic OSP pack) [Select]
So are you suggesting the grenades like in With Fire and Sword? Only really kills on a direct hit and hurts others in a small radius. It should take up 2 slots for one grenade if this does happen. I'm not asking for grenades to be put in, i'm just saying what I would like to see if they were added.
I love Kung Pow! Chosen One, replace the smoke bombs!!!
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: MrDeucer on October 11, 2013, 01:06:51 am
*cough*
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Radament on October 11, 2013, 01:29:14 am
that's what i want to see when i throw smoke bombs :(
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Varadin on October 11, 2013, 02:56:40 am
i just turn off particle system and there is no smoke heuheuheuheuheu
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Sparvico on November 11, 2013, 04:37:23 pm
Bump
(click to show/hide)
Still do want.
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: NuberT on November 11, 2013, 04:43:28 pm
giv us ze holy hand grenade!
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Suchechka on November 12, 2013, 03:26:42 pm
Word
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Torwald on November 17, 2013, 12:54:39 pm
They disappear too fast and don't cover a area. Even in first video they aren't really useful.
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Jarold on November 17, 2013, 11:02:58 pm
It covers a pretty big area....maybe a little too big actually. It's not to cover your whole armies whereabouts, it's to make it harder to see where an individual is going. Example, a bunch of archers are shooting at you, throw a bomb infront of them.
The inevitable could happen where ten guys have smoke bombs and then cover a huge area, or a guy with a weapon rack. So just make them 2 slots and expensive.
Add them please, and somehow make it not a particle effect. :oops:
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Stormcrow on November 18, 2013, 05:22:54 pm
Can you change the poll so that there is a remove option
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Jarold on November 19, 2013, 03:33:12 am
Added it to the very bottom of my already quite long todo list.
YAY! c:
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: zagibu on February 08, 2014, 04:26:41 pm
I've checked it out, and it's not worth it. They are so effective that everyone will simply turn off particle effects.
Title: Re: How Smoke Bombs Should Work! Code Included!
Post by: Sparvico on February 08, 2014, 05:43:33 pm
I wouldn't, but I feel most people would. To concerned with exploiting every possible advantage they can. Not to mention people that turn of particle effects for hardware reasons.