Poll

Should we replace FPS bombs?

Yes.
No.
No we need to remove them completely.

Author Topic: How Smoke Bombs Should Work! Code Included!  (Read 4696 times)

0 Members and 3 Guests are viewing this topic.

Offline Jarold

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 142
  • cRPG Player A Gentleman and a Scholar
  • "Always wear more armor than the guy next to you."
    • View Profile
  • Game nicks: Jarold
How Smoke Bombs Should Work! Code Included!
« on: February 23, 2013, 04:26:09 am »
+63
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.


Very big thanks to the NI Dev Huscarlton_Banks!

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]
("dummy_smoke_big", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",

500, 9, 15, -0.05, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength

(0.1, 0.9), (1, 0), #alpha keys

(0.1, 0.8), (1, 0.8), #red keys

(0.1, 0.7),(1, 0.7), #green keys

(0.1, 0.6), (1, 0.7), #blue keys

(0.0, 5), (1, 15.0), #scale keys

(3, 3, 5), #emit box size

(0, 0, 0.05), #emit velocity

2, #emit dir randomness

),

Code: (module_items.py) [Select]
[(ti_on_missile_hit, [
(store_trigger_param_1, ":agent_no"),
(position_set_z_to_ground_level, pos1),
(particle_system_burst, "psys_dummy_smoke_big", pos1, 35),
« Last Edit: July 30, 2013, 08:24:47 pm by Jarold »

Offline Dalfador

  • Marshall
  • ********
  • Renown: 898
  • Infamy: 81
  • cRPG Player Sir White Pawn
    • View Profile
  • Faction: Order of the White Stallion
  • Game nicks: Dalfador
Re: How Smoke Bombs Should Work!
« Reply #1 on: February 23, 2013, 04:30:51 am »
+1
Yes, this will allow people to emerge from smoke as a badass.

ALSO, add a poll perhaps...?
visitors can't see pics , please register or login

Maybe some day they'll call us heroes.

Offline Jarold

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 142
  • cRPG Player A Gentleman and a Scholar
  • "Always wear more armor than the guy next to you."
    • View Profile
  • Game nicks: Jarold
Re: How Smoke Bombs Should Work!
« Reply #2 on: February 23, 2013, 04:35:03 am »
0
Added poll.

Offline WITCHCRAFT

  • Highborn
  • King
  • **********
  • Renown: 2174
  • Infamy: 227
  • cRPG Player Madam Black Queen
  • get hexed
    • View Profile
  • Game nicks: WITCHCRAFT, A_Hot_Elf_Princess, Yurnero_of_the_High_Plains, and secret alts
Re: How Smoke Bombs Should Work!
« Reply #3 on: February 23, 2013, 06:01:08 am »
0
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.
visitors can't see pics , please register or login


irl something shorted on the shuttle and laika overheated and died within a few hours of liftoff and for a brief while one could look up to the stars and see a light shooting across the sky that was actually a warm dog corpse slingshoting about the earth at thousands of miles per hour which was arguably humanity's greatest achievement so far

Offline Joseph Porta

  • King
  • **********
  • Renown: 1029
  • Infamy: 234
  • cRPG Player
  • (ノಠ益ಠ)ノ彡┻━┻. take all my upvotes! Part-time retard
    • View Profile
  • Faction: Caravan Guild Enthousiast,
  • Game nicks: Wy can't I upvote my own posts, Im a fucken genius, yo.
  • IRC nick: Joseph_Porta
Re: How Smoke Bombs Should Work!
« Reply #4 on: February 23, 2013, 04:58:46 pm »
0
i heard system limitation somewhere
I loot corpses of their golden teeth.
But he'll be around somewhere between Heaven and The Devil, because neither of them will take him in, and he'll be farting loudly and singing a filthy song.

i'll be there at around
chadztime™

Offline no_rules_just_play

  • King
  • **********
  • Renown: 1401
  • Infamy: 384
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
  • Faction: HRE; Peasants United; Burg Krems
  • Game nicks: CapraAegagrusHircus_HRE; no_rules_just_play_HRE
  • IRC nick: norulesjustplay
Re: How Smoke Bombs Should Work!
« Reply #5 on: February 23, 2013, 05:04:15 pm »
0
will this give lags like the current smokebombs?

Offline Ubereem

  • Count
  • *****
  • Renown: 197
  • Infamy: 115
  • cRPG Player
    • View Profile
Re: How Smoke Bombs Should Work!
« Reply #6 on: February 23, 2013, 05:29:03 pm »
+3
dude your arm is greeater than john elway!
Jackson And No Bank

Offline Jarold

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 142
  • cRPG Player A Gentleman and a Scholar
  • "Always wear more armor than the guy next to you."
    • View Profile
  • Game nicks: Jarold
Re: How Smoke Bombs Should Work!
« Reply #7 on: February 23, 2013, 06:33:18 pm »
0
The smoke didn't lag me and I have a shit laptop.

Offline CrazyCracka420

  • Minute Valuable Contributor
  • Strategus Councillor
  • **
  • Renown: 1950
  • Infamy: 794
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Welp
    • View Profile
  • Faction: Vaegirs
  • Game nicks: Huseby
  • IRC nick: Steam name: crazycracka420
Re: How Smoke Bombs Should Work!
« Reply #8 on: February 25, 2013, 03:35:56 pm »
0
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.
visitors can't see pics , please register or login
 - Stolen from Macropussy

Offline Korgoth

  • Marshall
  • ********
  • Renown: 742
  • Infamy: 100
  • cRPG Player
  • I've dated girls uglier than you for Breakfast
    • View Profile
  • Faction: Basileia ton Romaion
  • Game nicks: Korgoth
  • IRC nick: Korgoth
Re: How Smoke Bombs Should Work!
« Reply #9 on: February 27, 2013, 11:08:02 pm »
0
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..
visitors can't see pics , please register or login

Korgoth's Retextures
Korgoth's Hierloom Stall

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: How Smoke Bombs Should Work!
« Reply #10 on: February 27, 2013, 11:58:28 pm »
0
Honestly,  think smoke bombs should become actual deadly grenades (like before ?). Of course that should make them godlike tier when it comes to upkeep.

Offline Jarold

  • Marshall
  • ********
  • Renown: 987
  • Infamy: 142
  • cRPG Player A Gentleman and a Scholar
  • "Always wear more armor than the guy next to you."
    • View Profile
  • Game nicks: Jarold
Re: How Smoke Bombs Should Work!
« Reply #11 on: February 28, 2013, 03:12:28 am »
0
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.

Offline no_rules_just_play

  • King
  • **********
  • Renown: 1401
  • Infamy: 384
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
  • Faction: HRE; Peasants United; Burg Krems
  • Game nicks: CapraAegagrusHircus_HRE; no_rules_just_play_HRE
  • IRC nick: norulesjustplay
Re: How Smoke Bombs Should Work!
« Reply #12 on: February 28, 2013, 01:59:15 pm »
+3
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

Offline Lizard_man

  • Marshall
  • ********
  • Renown: 717
  • Infamy: 153
  • cRPG Player
    • View Profile
  • Faction: Mercenaries
  • Game nicks: Merc_Lizard_man, Jinmenju
Re: How Smoke Bombs Should Work!
« Reply #13 on: February 28, 2013, 02:23:56 pm »
+12
Just a simple video I made demonstrating how it should look.

What it actually looks like...

visitors can't see pics , please register or login
visitors can't see pics , please register or login

Offline Phew

  • Marshall
  • ********
  • Renown: 775
  • Infamy: 132
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Phew_XVI
Re: How Smoke Bombs Should Work!
« Reply #14 on: March 01, 2013, 09:32:41 pm »
0
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.