Is the multi-hit thing going to be looked at for the next patch? Perhaps an easy fix would be to put a delay on the next hit following from the same edge of the weapon i.e.
swing_Forward
if ihit=True {
delay 500
}
I think although a little more realistic, being forward stabbed in any game I've ever played has still only counted as one hit (i.e. only a chunk of health, not all 100 of it)
Multi-hit question
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- Inactive Chaos Team Member
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Re: Multi-hit question
AFAIK its not being looked into.
I make Darth Vader look like a teenage punk with a lightsaber.
Oh it was supposed to be like this? hmm.. i guess Im comparing it to other games.. You know. one swing = one hit.. Like Mario: one fireball, one hit; shinobi: swing sword, hit once, street fighter: throw punch, hit once, ninja gaiden: one slash, one hit; The multihit thing is more simulation in a way, since one stab WOULD actually kill, but maybe a little too realistic for an arcade game like this. Although I do agree that weapons should hit on each swing itself, multihits within the same swing are grossly overpowered and under-timed with this engine and with even the smallest online lagjb wrote:Hmmm I don't follow what your asking about. The melee system was designed to use multi hits as far as the swings go. This way we can seperate a glancing blow from a leathal strike.... Granted we may have tweak some things yet.multi-hit thing
i guess maybe Im saying the "lethal" strike is a little too "easy" and lucky sometimes. If its meant to take 100 health in one swing, and not a head shot, then there should be more maneuvering to complete it besides a simple forward dodge.
Rythm is Gonna Get Ya!
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- Chaotic Dreams Team
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There are issues related to the current melee system and UT2k4's base character dynamics. For example, since the players move much faster than normal humans, the melee system is kinda thrown off as a result of it.
We are no longer working on melee though. If/when we get around to it again, we already have a pretty clear idea about what needs to be tweaked. The current system is functional enough that we can now focus on some of the more neglected things in our mod, like CCTF.
We are no longer working on melee though. If/when we get around to it again, we already have a pretty clear idea about what needs to be tweaked. The current system is functional enough that we can now focus on some of the more neglected things in our mod, like CCTF.
My Chaos Google Drive (sounds, etc):
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My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
YAY,gogo CCTF and ChaosDMShadowstar wrote:There are issues related to the current melee system and UT2k4's base character dynamics. For example, since the players move much faster than normal humans, the melee system is kinda thrown off as a result of it.
We are no longer working on melee though. If/when we get around to it again, we already have a pretty clear idea about what needs to be tweaked. The current system is functional enough that we can now focus on some of the more neglected things in our mod, like CCTF.
Just to add to this. Of course if there is tweaking that needs to be done we can tweak it along the way. But we have not activly touched melee..for a few months now. So dont think its ditched, just we have got to a milestone with it and are shifting gears a bit.Shadowstar wrote:We are no longer working on melee though. If/when we get around to it again, we already have a pretty clear idea about what needs to be tweaked. The current system is functional enough that we can now focus on some of the more neglected things in our mod, like CCTF.
Jb