Chaos Magic

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Drone-Fragger
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Post by Drone-Fragger »

IDEA!!!!!

There would be runes dotted about the map, each one granting 2 spells. To cast them, you select your melee weapon and the alternate ammo key changes the spell. When you die, the runes would reset after about 30 seconds.
They would be random spawning.
There would be 3 levels of rune:
level 1: fireball and heal,. 1 rune on map
Level 2: Lightning and speed, 2 rumnes on map
Level 3: berserk and hyperjump, 3 runes on map

Thats my idea for magic
I frag mindless drones, Hence the name.
Simple isn't it?
Shadowstar
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Post by Shadowstar »

The subject of allowing melee weapons to block projectiles just doesn't seem to want to die. I've never been against it, but until the team makes an actual decision to go ahead with it, I wouldn't count on seeing that happen.
jb
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Post by jb »

Shadowstar wrote:The subject of allowing melee weapons to block projectiles just doesn't seem to want to die. I've never been against it, but until the team makes an actual decision to go ahead with it, I wouldn't count on seeing that happen.
Oh its not a bad idea. Just there are some techicnal issue with it. Part of the problem is how to handle the idea of blocking a projectile. We can not use the collision of the weapons as they don't work well thanks to the way UT2k4 engine hadles collision. So we could tweak our weapons projectile code. But then how can we do that on Epic's weapons? We could rig something in our chaosxpawn class that checks for a block..but its gets really messy quickly


Then we need to decide on how to handle the different projectiles. Rockets/Flack Balls/Nades probably will just end up expoding. Maybe the cutter can get reflected? Maybe the other engery weapons can also be refelcted? ERDW should not be effected by a block. What happens to the bullets from the sniper/cpp? How do we deal with instint hit weapons like Epic's Mini/Sniper/AR?
Jb
Kaboodles
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Post by Kaboodles »

lonewolf_DM wrote:"If you run around with your sword out you will get shot to peices."

Simple solution: Allow the swords and whatnot to actually block projectile attacks as well.

Yeah. that's my 2 cents:)

~Dave
Yes, and make the block actually useful somehow. There's a lot of potential for that alt-fire, and right now, its being wasted.
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Drone-Fragger
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Post by Drone-Fragger »

less blocking, more lightsaber deflection type thing would be nice.
what does the altfire ACTUALLY do at the moment,cos if its meant to block its pretty crap at it.
I frag mindless drones, Hence the name.
Simple isn't it?
TKATK
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Post by TKATK »

the SG reflects quite efficiently,sooo how does IT do that?
jb
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Post by jb »

TKATK wrote:the SG reflects quite efficiently,sooo how does IT do that?
Its a too part thing. The first part is in the projectile code in the process touch where it calls the players CheckReflect function (which in truns calls the players weapon CheckReflect). So you have to have that call in for your projectile as we well as a check in place. We can not add it into all projectiles (replacing all of the standard projectiles used in the game would be a night mare) and it does not cover the instant hit case...
Jb
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Post by jb »

Kaboodles_The_Assassin wrote:
Yes, and make the block actually useful somehow. There's a lot of potential for that alt-fire, and right now, its being wasted.
whats wrong the the block as I can find it pretty usefull? Granted it can always use some tweaking...
Jb
Kaboodles
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Post by Kaboodles »

The animations, I guess. I find the back/side blocks to be supremely useless. A simple high/low block system would suffice, I think. Also, blocking really doesn't seem to give any significant advantage to the player. If blocking would stun the enemy or prevent them from attacking for a second or so, then it would be a viable combat option (opinions, of course. I haven't fooled around with blocking long enough to know).
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TKATK
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Post by TKATK »

jb wrote:
Kaboodles_The_Assassin wrote:
Yes, and make the block actually useful somehow. There's a lot of potential for that alt-fire, and right now, its being wasted.
whats wrong the the block as I can find it pretty usefull? Granted it can always use some tweaking...
i cant see how putting youre weapon behind you can be usefull :roll: (battle axe block)
lonewolf_DM
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Post by lonewolf_DM »

Well, you can't block with battle axe, it's a bit too heavy to lug around. So, I can see how that makes sense.

As for the weapon blocking:
I have absolutely no clue if this is possible, but maybe put some sort of invisible wall that wraps tightly around the weapon.

Like I said: No clue if that's possible.

~Dave
lord_kungai
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Post by lord_kungai »

Hmmmmmmmm...

Idea: For the alt attack, make each weapon spin (like the heavy stance attack of the katana) and create an invisible shield (like the SG).

Idea: make the weapon animations quicker and their range longer, to counter guns.

Idea: Make the spellbook/wand/staff/whatever a weapon with rechargeable ammo (like the SG). It can have multiple ammo types (fire, ice, poison, etc.). AWO key changes the spell to be cast (fire ball, frost nova, heal, poison strike, etc). Different spells require different amounts of ammo and do different amounts of damage, etc.

You dont even need different types of ammo; one ammo type (mana), which is rechargeable, could be used to cast the different spells. Mana could have a very high max-ammo-point but could recharge slowly.

What say you, oh minions of Chaos?
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lord_kungai
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Post by lord_kungai »

BTW: I dont think that Chaos Magic should be RPG or should have pickups of any sort. IMO It will really spoil the game.
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jb
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Post by jb »

Kaboodles_The_Assassin wrote:The animations, I guess. I find the back/side blocks to be supremely useless. A simple high/low block system would suffice, I think. Also, blocking really doesn't seem to give any significant advantage to the player. If blocking would stun the enemy or prevent them from attacking for a second or so, then it would be a viable combat option (opinions, of course. I haven't fooled around with blocking long enough to know).
Ok thats a vaild point. We can look into it more soon.
Jb
Shadowstar
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Post by Shadowstar »

Well, for one thing, the block animations don't put the weapon in a position that makes it effective for blocking. Especially the strong stance blocks.

In my opinion, the best approach would be to reduce blocking to two options, one to hold the weapon horizontally a bit above the head, and then a low block that holds it lower, maybe at about waist level.

Perhaps to make it more effective, we can increase the collision radius on the weapon when it is in blocking mode?
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