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Author Topic: Non lethal shot  (Read 2624 times)

Crazy

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Non lethal shot
« on: August 11, 2012, 03:15:25 pm »

I am pretty sure I once saw that suggestion, but impossible to find it. As it does have an interesting potential, allowing to knock people without killing them, I make it again:

Basically, all shot aimed to legs wouldn't be able kill the target, and would left it at -19 max (-39 for dead man walking). Combined with auto steal success on KO target, it also allows to loot someone without killing him. And when you have a doubt about someone and want to ensure your own safety, you can neutralize him without killing!
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Re: Non lethal shot
« Reply #1 on: August 11, 2012, 03:16:57 pm »

How is this different from insta-kills made currently from eye/head shots?
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Crazy

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Re: Non lethal shot
« Reply #2 on: August 11, 2012, 03:26:02 pm »

How is this different from insta-kills made currently from eye/head shots?
You do it on purpose, and except for the min HP, it's a regular leg shot, so it's not an instant at -286hp.
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Re: Non lethal shot
« Reply #3 on: August 11, 2012, 08:56:47 pm »

If could be a troll tool, to keep people on the ground forever.
Better die and respawn than be tricked on the ground...
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Re: Non lethal shot
« Reply #4 on: August 11, 2012, 09:04:55 pm »

You do it on purpose, and except for the min HP, it's a regular leg shot, so it's not an instant at -286hp.

Do it on purpose means 100% chance of success determined of the character user who wishes to apply effect you are suggesting.

How is this different from insta-kills made currently from eye/head shots?

Be more specific.
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Crazy

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Re: Non lethal shot
« Reply #5 on: August 11, 2012, 09:23:45 pm »

If could be a troll tool, to keep people on the ground forever.
Better die and respawn than be tricked on the ground...
You can already do it with few punches, and there is already a command that exist for that issue.


Quote
How is this different from insta-kills made currently from eye/head shots?
It have absolutely nothing to do with insta kills. Just read.
Basically, all shot aimed to legs wouldn't be able kill the target, and would left it at -19 max (-39 for dead man walking).
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Re: Non lethal shot
« Reply #6 on: August 11, 2012, 10:36:38 pm »

-19 or -39 is unconscious, all shots that are aimed for legs will leave the target at the state of being unable to retaliate and unable to act in any way, understand the question, how does that is different from insta-kills witch leaves your/opponent character at zero health points, you do not answer that question.
« Last Edit: August 11, 2012, 10:39:36 pm by T-888 »
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Johnnybravo

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Re: Non lethal shot
« Reply #7 on: August 11, 2012, 11:50:00 pm »

I think it's obvious - an option to not kill things, but keep them harmless and helpless. In case of "instakilling" guys, it was side effect of damage buff and I doubt it was ever intended to leave person in such state (they just picked up some mechanic, and probably counterbalanced it with leaving target still revivable).
Either way, something like this would do much better if there was more of this NPC interaction (imagine not only slavery, but kidnap quests, catching criminals, etc.).

Right now I wonder why anyone would want this - NPCs can still be done, and there's absolutely no reason to do this to players. If you really want to loot them without killing them, tell them to drop the stuff while you point your gun at them.
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Re: Non lethal shot
« Reply #8 on: August 11, 2012, 11:50:35 pm »

T-888 it doesn't have anything to do with instakill which is rare, he wants a way to RELIABLY be able to rob someone and leave them alive.  I support this feature as I am left sad sometimes when i murder someone in an encounter because I am paranoid and find out it is a poor bluesuit with 9 brahmin hides  (at least I'm sad this late in the session earlier on I take anything I can get)
« Last Edit: August 11, 2012, 11:53:12 pm by Slaver Snipe »
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Surf

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Re: Non lethal shot
« Reply #9 on: August 12, 2012, 01:49:29 am »

What could be a useful thing for a singleplayer game, crowd control etc (I have it as some slugshot ammunition for shotguns in my game for example) I can only imagine trolls abusing this in a multiplayergame...
Re: Non lethal shot
« Reply #10 on: August 12, 2012, 02:08:17 am »

This is an interesting idea. I don't know how it could be abused - there is suicide command after all.

Quote
If you really want to loot them without killing them, tell them to drop the stuff while you point your gun at them.
While you are typing, they are killing you or just running away.

Surf

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Re: Non lethal shot
« Reply #11 on: August 12, 2012, 02:15:19 am »

An easy workaround is to create a new ammoy type that adds 100% DR to the target, the only problem I still have are insta kills, but then again it is kinda realistic too :P (if you get some sandbag shot in a critical spot of your head at high speed you might still die from it ;P ) No new overly fancy scripts required.

Johnnybravo

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Re: Non lethal shot
« Reply #12 on: August 12, 2012, 04:10:19 am »

You should just take stun rod... I mean cattle prod and bash them mercilessly into obedience :d. Too bad that it now electrocutes people hard, despite it just being... a cattle prod.
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Re: Non lethal shot
« Reply #13 on: August 12, 2012, 10:40:35 am »

Well I understand it like this, it's normal attack in the legs which do damage as normal but if it would kill the target, it won't kill it. So it's for situations when you burst some guy, he has 10 hp left, you don't want to kill him so you shoot him in the leg, it's accidentaly a critical for 50 hp but becouse it's non-lethal attack he stays unconscious with -19 hp.
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Crazy

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Re: Non lethal shot
« Reply #14 on: September 02, 2012, 01:53:09 am »

I managed to code it, here it is (modifications in orange):

Quote from: combat.fos
// neutralizing shots
    bool neutralizingShot = false;
    if( aim == HIT_LOCATION_RIGHT_LEG || aim == HIT_LOCATION_LEFT_LEG )
    {
    neutralizingShot = true;
    }

   
    if( totalDmg > 0 )
    {
        if( target.Mode[ MODE_INVULNERABLE ] == 0 )
        {
            target.StatBase[ ST_CURRENT_HP ] -= totalDmg;
            if( target.Stat[ ST_CURRENT_HP ] < 1 )
            {
                if( target.Stat[ ST_CURRENT_HP ] <= __DeadHitPoints && neutralizingShot == true )
                {
                    target.StatBase[ ST_CURRENT_HP ] = __DeadHitPoints + 1;
                }

               
               
                if( target.Stat[ ST_CURRENT_HP ] > __DeadHitPoints && target.Mode[ MODE_NO_KNOCK ] == 0 )
                {
                    isKo = true;
                    isBelow = true;
                }
                else
                    isDead = true;
            }
        }

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