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 4564 times)

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Offline Jarold

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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.


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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

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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...?
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Maybe some day they'll call us heroes.

Offline Jarold

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Re: How Smoke Bombs Should Work!
« Reply #2 on: February 23, 2013, 04:35:03 am »
0
Added poll.

Offline WITCHCRAFT

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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.
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Offline Joseph Porta

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Re: How Smoke Bombs Should Work!
« Reply #4 on: February 23, 2013, 04:58:46 pm »
0
i heard system limitation somewhere
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Offline no_rules_just_play

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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

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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!
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Offline Jarold

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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

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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.
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Offline Korgoth

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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..
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Offline Kafein

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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

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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

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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

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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...

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Offline Phew

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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.