weapon combat & armor suggestions

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Thomason1005
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weapon combat & armor suggestions

Post by Thomason1005 » Sat Oct 19, 2013 9:03 am

hey i just had some ideas on how to improve weapon combat

first thing is that i dont like the passive block system sometimes you block, sometimes youre dead after the first strike... i just dont get it, and it kills my fun hitting the enemy 10 times with no effect. i would make it that right mouse button blocks 100% when timed right, and remove the counter.

so i had this idea: when you get hit, the armor on the point where you've been hit just falls off or gets destroyed. the second time it makes damage.
it would give an extra level to combat, because you would try to hit the same spot again. (like in rage) and it would give armor a meaning other than just increasing health / optics

also a sword making damage when being drawn should be made possible, as it is one of the central parts in iaido & the use of a katana (civalry deadliest warriors has it, i just played it :o ) or swiping off the blood when sheathing it
and more different attacks, p.e. stabbing when moving forward & attacking

and replace the low kick with an actual sword attack , but that will be done anyways i think

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Endoperez
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Re: weapon combat & armor suggestions

Post by Endoperez » Sat Oct 19, 2013 11:52 am

I thought the right-click was already a block with a 100 % certainty?

The automatic block was added in because otherwise a single block leaves you dead. That's extremely harsh, and wouldn't work well in a mission where you have to redo maybe minutes' worth of action before getting to the same enemy again.


At the moment all the weapons have attacks in identical control. I don't think you can draw-cut with a hammer. :wink: :lol:

Perhaps it would automatically happen with specific weapons - drawing them is handled as an attack and could deal damage.

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Thomason1005
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Re: weapon combat & armor suggestions

Post by Thomason1005 » Sat Oct 19, 2013 12:21 pm

right-click is the throw i think?
Endoperez wrote: Perhaps it would automatically happen with specific weapons - drawing them is handled as an attack and could deal damage.
yeah i meant defining it in the xml or the properties window... like where the animation overrides are
or or maybee

custom weapon scripts!
Image
lets make everything scripted!

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Endoperez
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Re: weapon combat & armor suggestions

Post by Endoperez » Sat Oct 19, 2013 1:35 pm

It could probably be scripted in relatively easily, already.

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Constance
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Re: weapon combat & armor suggestions

Post by Constance » Sat Oct 19, 2013 3:18 pm

Speaking of weapon .xml's, I remember there being a parameter to modify the range of the weapon.
Potential gun mod?

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Endoperez
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Re: weapon combat & armor suggestions

Post by Endoperez » Sun Oct 20, 2013 12:07 am

Ugh, modifying the range of a weapon to simulate ranged weapons? That'd be so buggy, and so hard to aim. You'd basically use an animation to aim a gun, and a difference of 0.1 degrees would make you miss an enemy by several meters, and it'd just be hard to work with.

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Constance
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Re: weapon combat & armor suggestions

Post by Constance » Sun Oct 20, 2013 1:58 am

Well, it just acts like a normal attack, so it'd auto-aim.
Closest to a gun mod we'll have....
.....Korban3.

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EPR89
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Re: weapon combat & armor suggestions

Post by EPR89 » Sun Oct 20, 2013 4:10 am

Thomason1005 wrote:right-click is the throw i think?
It's both.
If you time the click right, you'll perform an active block. If you have a weapon it'll be a 100% block. If you are unnamed, you will only be able to block attacks that do not involve weapons.
If you hold the block button after performing an active block you'll do the throw, which again can be avoided by performing an active block.

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Thomason1005
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Re: weapon combat & armor suggestions

Post by Thomason1005 » Sun Oct 20, 2013 8:33 am

Endoperez wrote:It could probably be scripted in relatively easily, already.
yeah thats right, i started modding the aschar.as and already disabled passive block for my katana :D
but im searching now since hours for the code that decides wheter you throw or it is a block or nothing.
i mean, you cant throw when unarmed & attacked by a weapon, it just needs to be expanded to cover a sword on sword attack
making the throw miss in updateattacking() creates a load of bugs :cry:
& when disabling .washit("grabbed"... The attack seams to go right through when holding rmb but i want it to block normal

edit: hm after some rounds im half sure it does what i want
also, what does this print everywhere do, and where can i see these

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Endoperez
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Re: weapon combat & armor suggestions

Post by Endoperez » Sun Oct 20, 2013 10:05 am

The print commands print the data into the black floating window you see when Overgrowth is loading up. It should be there, in a background window, while the actual game is running.



Try this:

Code: Select all

void UpdateHitReaction() {
...
...
...
...
    if(this_mo.GetStatusKeyValue("escape")>=1.0f && WantsToCounterThrow() && CHECK FOR WEAPON HERE){
        this_mo.SwapAnimation(attack_getter2.GetThrownCounterAnimPath());
        this_mo.SetAnimationCallback("void EndHitReaction()");
        string sound = "Data/Sounds/weapon_foley/swoosh/weapon_whoos_big.xml";
        this_mo.PlaySoundGroupAttached(sound,this_mo.position);
        //TimedSlowMotion(0.1f,0.3f, 0.1f);
    }

}
The this_mo.SwapAnimation(attack_getter2.X) part seems to be where the animation of the attacker is set, when you defend.
The CHECK FOR WEAPON HERE inside the If clause is where you can add more checks that have to be fulfilled before a counter throw is possible.

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Thomason1005
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Re: weapon combat & armor suggestions

Post by Thomason1005 » Sun Oct 20, 2013 12:33 pm

Hm that seems to be the activeblockcounterthrowthing for canceling the throw. (the one that epr89 mentioned)
im pretty sure now that its this one line in updateattacking(), but thank you anyways

btw got some code working that detachs one item everytime when there is a passive block...
kinda cool although its pure optics yet

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Thomason1005
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Re: weapon combat & armor suggestions

Post by Thomason1005 » Mon Oct 21, 2013 12:04 am

update on my mod in my armor thread:
viewtopic.php?f=16&t=18775

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