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Author Topic: Going prone with chat command.  (Read 5863 times)

Re: Going prone with chat command.
« Reply #15 on: December 17, 2010, 06:43:53 am »

Does the game mechanics actually increase the chance of being hit while unconscious?

It always has, even in regular fallout.

+1 to this idea.
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20:49:58 • You encounter: Ghoul crazies.
20:50:01 • You were critically hit in the head for 55 hit points, knocked out and had your armor bypassed.
Re: Going prone with chat command.
« Reply #16 on: December 17, 2010, 07:35:50 am »

Well with you being unconscious you are an unmoving object so you become easier to hit in that manner even though you are laying down (AC essentially 0?).

That's how you can kill marauders/raiders etc at very low level in their vs encounters without having to be right next to them  8) let rangers etc do all the work and you finish it off.
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Mr Feltzer

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Re: Going prone with chat command.
« Reply #17 on: December 19, 2010, 11:08:50 am »

well, been posted before. and I Love it.
Seriously, what the hell? Why hasnt it been scripted yet?
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Alvarez

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Re: Going prone with chat command.
« Reply #18 on: December 19, 2010, 12:01:22 pm »

well, been posted before. and I Love it.
Seriously, what the hell? Why hasnt it been scripted yet?

I think it's pretty easy to script, but i guess it's on the end of a very long to-do list.
I just hope it's nothing personal.

Anyway, it would be really nice, if someone from the devs could give any comments on this suggestion.
« Last Edit: December 19, 2010, 01:48:57 pm by Alvarez »
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Ghosthack

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Re: Going prone with chat command.
« Reply #19 on: December 19, 2010, 01:52:48 pm »

This might be possible to implement, in any case, the fall sound will have to be disabled for this voluntary "knockdown", so it may need some changes in SDK first.

Other than that, it's not a bad idea.
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Alvarez

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Re: Going prone with chat command.
« Reply #20 on: December 19, 2010, 02:00:33 pm »

This might be possible to implement, in any case, the fall sound will have to be disabled for this voluntary "knockdown", so it may need some changes in SDK first.

Other than that, it's not a bad idea.

Thank you for comment, Ghosthack. I appreciate it a lot.
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Re: Going prone with chat command.
« Reply #21 on: January 27, 2012, 08:26:57 pm »

Since Mr. Wipe had so nicely pointed me out to this thread, i might as well necrobumping it - for this, i humbly ask forum moderators for pardon.

So, how much scripting effort will this small feature might need?
What does speak for and what against the implementation of this feature?
Is this feature still desirable by the community and why?
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Wasteland is a tricky business.
Re: Going prone with chat command.
« Reply #22 on: February 13, 2012, 04:59:09 pm »

It is something like that in  client_main.fos
Code: [Select]
if(message=="~sf")
{
RunServerScriptUnsafe("unsafe@unsafe_sleep", 1, 0, 0, "", null);
return false;
}

if(message=="~sb")
{
RunServerScriptUnsafe("unsafe@unsafe_sleep", 0, 0, 0, "", null);
return false;
}

and this in some  unsafe.fos
Code: [Select]
void unsafe_sleep(Critter& player, int param0, int param1, int param2, string@ param3, int[]@ param4)
{
if(!valid(player)) return;
if (!player.IsDead() && !player.IsKnockout() && player.GetTimeEvents(CTE_SLEEP, null, null, null)==0)
{
player.StatBase[ST_CURRENT_AP]=-100000;
player.ToKnockout(KNOCKOUT_ANIM2_DEFAULT((param0==0)), 5, player.HexX, player.HexY);
player.Say(SAY_NETMSG, "You fall.");
player.AddTimeEvent("cte_sleep", 0, CTE_SLEEP, 0);
return;
}
else if (!player.IsDead() && player.IsKnockout() && player.GetTimeEvents(CTE_SLEEP, null, null, null)!=0)
{
player.StatBase[ST_CURRENT_AP]=0;
player.EraseTimeEvents(CTE_WARNING);
player.Say(SAY_NETMSG, "You rise.");
return;
}

}

uint cte_sleep(Critter& player, int identifier, uint& rate)
{
if(player.StatBase[ST_CURRENT_AP]>=-50000) player.StatBase[ST_CURRENT_AP]=-100000;
return 100;
}

I made it for my RP russian server and so far it works fine. But we dont suffer from hackers or something like that, so i dont know if using unsafe scripts is much more less preferable for this server.

So for non-scripters:
~sf -drop you to ground in continious knockdown face down
~sb  -same, but face up
« Last Edit: February 13, 2012, 05:04:11 pm by z0m2h14 »
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Re: Going prone with chat command.
« Reply #23 on: February 13, 2012, 05:33:50 pm »

If the forum had a "thank you" button, i'd push it, z0m2h14. So thank you for your effort!
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Wasteland is a tricky business.

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Re: Going prone with chat command.
« Reply #24 on: February 13, 2012, 06:21:46 pm »

I made it for my RP russian server and so far it works fine. But we dont suffer from hackers or something like that, so i dont know if using unsafe scripts is much more less preferable for this server.

The only meaning of "unsafe script" is that there is no guarantee that the user input (the call itself and arguments passed to the function) will be legitimate. In theory, a hacker can invoke those functions with any parameters he wants, so you have to verify everything in the script. Consider an example where you write an unsafe script that's supposed to be invoked by a player on some critter he sees. You would pass that critter's id as an argument. But on the server side, you need to verify on your own that this critter is indeed seen by the issuing player, since in theory, he could send any number as this supposed id.
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[Implemented] Knockdown command
« Reply #25 on: April 25, 2012, 09:02:13 pm »

I was tired of waiting, so i implemented it by myself.



Now i finally can RP sleep.
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Wasteland is a tricky business.

Tomowolf

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Re: Going prone with chat command.
« Reply #26 on: April 25, 2012, 09:16:15 pm »

The only meaning of "unsafe script" is that there is no guarantee that the user input (the call itself and arguments passed to the function) will be legitimate. In theory, a hacker can invoke those functions with any parameters he wants, so you have to verify everything in the script. Consider an example where you write an unsafe script that's supposed to be invoked by a player on some critter he sees. You would pass that critter's id as an argument. But on the server side, you need to verify on your own that this critter is indeed seen by the issuing player, since in theory, he could send any number as this supposed id.
Well it wouldn't just work as a exploit tool, but also like a cool thing to use in many situations , not only rolzpleying, but you could also gain some sneak bonus by lying down, or fool enemies to lay down with one character while friends are around corner, many many ideas I can give there.
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h
Re: Going prone with chat command.
« Reply #27 on: April 25, 2012, 11:42:13 pm »

Well, being knocked out is also representing a laying, small target. You'd have to closing in the target, and risk to being ambushed by his teammates, instead of fatality him from a mile away. Besides, who wouldn't want to meet 'n' greet his killer in the Wasteland? ;)

Does the game mechanics actually increase the chance of being hit while unconscious?

Yes even with low skill aimed shots are easy when the player is prone.
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Re: [Implemented] Knockdown command
« Reply #28 on: April 26, 2012, 03:18:05 pm »

I was tired of waiting, so i implemented it by myself.

lol. Can you implement your suggestion with the truck the similar way?
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RPing sleep
« Reply #29 on: September 08, 2012, 06:24:28 pm »

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