Napalm/Poison Grenades

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
TSA
Posts: 8
Joined: Thu Aug 07, 2003 1:22 am

Napalm/Poison Grenades

Post by TSA »

Excellent job guys, the napalm and poison grenades dont push the actor away from the napalm or poison any more on a direct hit, they coat rather well which makes for one cool frag, especially when they run around on fire.
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

No problem we try to please when we can. Glad you are enjoying it :)
Jb
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

Oh man I just tried the napalm grenades for the first time scince the new release...


two words....

HELL YEAH!!!!
WulfMan
Posts: 73
Joined: Sat Jul 19, 2003 6:48 pm
Location: East Coast, USA

Post by WulfMan »

I love the changes, this update kicks ass!!!

the sniper and rocket crosshair option is a dream come true, I can actually aim for a headshot with the sniper rifle now.

and I agree the grenades are much much better, it's quite satisfying to see someone engulfed in flames when you hit them instead of them bouncing away out of the path of the inferno :D

great work, I can't wait for the melee combat and other weapon replacements (up)
Image
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Guys, glad you liked the tweaks. Keep the ideas coming. Again we can not add everything but those ideas that make sense we can certian look back and see if we need to tweak it. Enjoy :)
Jb
Auraka
Posts: 11
Joined: Fri Aug 08, 2003 1:31 pm

Post by Auraka »

jb wrote:Guys, glad you liked the tweaks.
The grenade tweaks were exactly what we were hoping for. Nice work.
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

We still may change them. Right now we have an invisible part that does the damage and the visble flames. If you shoot at the ceiling the flames fall but the inviible damage causing part does not.....same for poison....
Jb
bitterman
Posts: 58
Joined: Tue Jul 15, 2003 2:12 pm

Post by bitterman »

yes but i have found this weird bug where the proxies would arm as soon as they are fired with alt fire, then jump in to a wall till the detonate i was like wtf they kept blowing up on the walls
Image
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

Don't the flames themselves (or poison clouds) do damage? They seem to...
TSA
Posts: 8
Joined: Thu Aug 07, 2003 1:22 am

Post by TSA »

Shadowstar wrote:Don't the flames themselves (or poison clouds) do damage? They seem to...
The way jb is explaining it, I believe the flames or poison cloud is simply a visual wrapper (texture or static mesh) around the entity that actually causes the damage.

jb - if you do change it, please try to keep the functionality the same as best you can, aside from the anomaly you described (which I plan on play testing tonight) it works great. We had a lan match last weekend and it made for some great fun.
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Yeap thats kind of correct. The poison and naplam work as so:


The effect is made up of two parts. A projectile that is spawned at the point of impact. This projectile is invisible and looks for all players with in X units from it. If it finds a player with in that distance X then its give that player the effect. The durration and strength of this effect is based on the distance the player is from the center (closer your are to center the worse it gets for you). If it finds that the current player already has the effect, it adds more time to that effects duration. It countiunes to check for players once a second and last for Y seconds. At the same time an emitter is spawned as well. This emitter provideds the visible part. We had to do this as epics particles are just graphics and can not give out damage. I am at work now so I dont remember what X/Y are so instead of using a wrong value I used them :) Then only thing is that we set up the emitters to react to gravity but did not make the invible part do that as well. So we probably should tweak that a bit...

Note flash is a little different as that does not need to have the invisble part.
Jb
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

this is kind of off topic , but is there any chance of smoke grenades being made?
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

The flash grenades sorta give a similar effect.
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
Auraka
Posts: 11
Joined: Fri Aug 08, 2003 1:31 pm

Post by Auraka »

My objective was to see TSA running around on fire. Unfortunately, I usually got railed in the attempt. Such is life:)

Flash grenades are about useless to me, as they blind the shooter about as badly as the target. Wish the shooter were immune to the effect as he knows he's shooting a flash-bang, the target does not.
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

Turn your head just before the flash grenade goes off... works wonders :D
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
Post Reply