Eazy-E

unconsciousness system

12 posts in this topic

Posted (edited)

Back in the day there was unconsciousness when you shot someone and they would be knocked out for a certain time , they would also be knocked out several other ocasion's. I dunno about other people's opinion despite mine and my friend's but it would be nice if the server admins or owners in this case could enable an unconsciousness script and yeah that's pretty much it.

Edited by Eazy-E

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There is a revive script by Enigma that works pretty well.

 

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Posted (edited)

I've always had the idea in my head if you get hit for 30 or more damage, you should have a 50/50 chance of falling like you would when you get ran over in trader. I just don't know of a performance effective way to achieve this. I imagine a lot of things that were seen in Arma 2 and some of its mods that were not introduced in Arma 3 were left out because they had some part in the instability of Arma 2.

Edited by oSoDirty

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1 hour ago, oSoDirty said:

I've always had the idea in my head if you get hit for 30 or more damage, you should have a 50/50 chance of falling like you would when you get ran over in trader. I just don't know of a performance effective way to achieve this. I imagine a lot of things that were seen in Arma 2 and some of its mods that were not introduced in Arma 3 were left out because they had some part in the instability of Arma 2.

Odds are they were left out because people didn't like them.. Look at the goings from ArmA: 2 DayZ mod to the Standalone, I believe for a while they took out the unconsciousness you could get from falling from high distances, or getting shot. The reason they took it out was because people hated it, but they put it back thankfully.. I don't understand why people want a realistic game to not have realistic mechanics xD 

I highly doubt it had any effect on the ArmA engine and it's stability. I couldn't imagine it being a complicated script / program to write either.

 

Anyway, just my .02

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47 minutes ago, Infrared said:

I highly doubt it had any effect on the ArmA engine and it's stability.

Wait, the ArmA engine is stable? xD  If it wasn't bad for the game I'm sure it would already be a thing. We're far from the 1st to come up with this idea. Maybe one day I'll be proven wrong.  And I'm constantly watching Standalone streams, KO has never gone anywhere. But that's DayZ (runs like dogshit) not Arma 3.

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9 minutes ago, oSoDirty said:

Wait, the ArmA engine is stable? xD  If it wasn't bad for the game I'm sure it would already be a thing. We're far from the 1st to come up with this idea. Maybe one day I'll be proven wrong.  And I'm constantly watching Standalone streams, KO has never gone anywhere. But that's DayZ (runs like dogshit) not Arma 3.

Nah I remember back when it first came out or something, don't remember what I was doing, but I died a lot I guess you could say and never got knocked out once. I was interested to see if maybe they removed it and I went to the reddit page, sure enough there was talk about it :) and of course it's not stable, but it's not going to be havoc from a simple wait timer xD

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7 minutes ago, oSoDirty said:

If it's that simple, have a go at it. ;) 

I'm a Lead Artist, not a programmer xD however I've got a friend who is quite fluent in C++, and I asked him just now about how easy it would be to stop player movement and disable controls, aside from the ragdoll effect which would be a different story, he said it isn't that hard to add a timer that generates a certain time after checking damage amount (more damage = longer timer, less = shorter timer) timer would max up to 360 seconds (5 minutes max for the KO for now :) )  and lastly for the case of whatever engine is being used, I don't know what you would do to disable controls.. Obviously there is more to it, but that is the general concept of it :)

 

All I do is the 3D models and small time Cpp editing for animations or config of let's say ballistics if I design a new round to be implemented for a new gun, or even the same gun :D

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3 hours ago, StonedReality said:

There is a revive script by Enigma that works pretty well.

 

Yeah, but that's only if you were killed. The OP is talking about something more akin to A2 DayZ's KO system. IIRC, it activated when you were below 30% health?

Man, back then, that was scary. Fighting long and hard against all the zombies in a large city (like Cherno), come out bleeding, finding a bandage at less than 30% health and trying to get the hell out of Dodge, all the while battling unconsciousness, hoping not to get eaten by the zeds. Finally coming out of the city...only to get shot by some scumbag camping sniper who just wants the kills.

Man...good times...good times. Tough and frustrating as all hell, but good times...

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Posted (edited)

As far as the client bit, I know exactly how to do it....  

_randomTime = 30 + floor random 330; //This would generate a number between 30 sec and 5 min.

diasbleUserInput true;  //disable mouse and keyboard
player playAction Unconscious; // ragdoll
sleep _randomTime; // sleep for the generated amount of time
player playAction StandUp; 
disableUserInput false;

This isn't tested, but it's the basics of how it would be done as far the player effected.  Where I imagine you will run into issues is making the damage event handler trigger this script and not break anything else in the process. I may be quite wrong as I said before, and welcome to be proven wrong. I would love to see this myself.

Edited by oSoDirty

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