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Author Topic: Non lethal shot  (Read 2448 times)

Re: Non lethal shot
« Reply #15 on: September 02, 2012, 02:15:35 am »

How about beanbag ammunition for shotgun that can't kill only lower hp
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Re: Non lethal shot
« Reply #16 on: September 02, 2012, 03:22:46 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.

You could still get organ bruising/etc. from beanbag rounds.

Maybe make it 70% DR to tasrget and hope for the best.
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I wish there were bags, backpacks, etc. in Fonline.

Crazy

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Re: Non lethal shot
« Reply #17 on: September 02, 2012, 03:32:15 am »

I don't really see how having bullets unable to do any damage would be useful at anything and how it does have anything to do with the suggestion.

I hope they're gonna add this as I've done the scripting ;p
« Last Edit: September 02, 2012, 03:33:46 am by Crazy »
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When you have to shoot, shoot, don't talk

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Re: Non lethal shot
« Reply #18 on: September 02, 2012, 03:58:09 am »

Scripting?


Also, if NPC heal rates are low enough, non-lethal shots would be great for preventing reinforcements in guarded towns.
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I wish there were bags, backpacks, etc. in Fonline.

Crazy

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Re: Non lethal shot
« Reply #19 on: September 02, 2012, 04:06:13 am »

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


Quote
Also, if NPC heal rates are low enough, non-lethal shots would be great for preventing reinforcements in guarded towns.
Yeah, already a potential abuse found! :P
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When you have to shoot, shoot, don't talk

Member of the Most Hated Faction
TTTLA, for Great Justice !
Re: Non lethal shot
« Reply #20 on: September 02, 2012, 04:16:20 am »

if( Scripting_Fail = true )
{
  isDead = True ...
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Re: Non lethal shot
« Reply #21 on: September 02, 2012, 10:12:13 am »

At this place, i suggest that disabled NPCs get automatically healed after a minute, thus bypassing the low healing rate.
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Haraldx

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Re: Non lethal shot
« Reply #22 on: September 02, 2012, 03:54:37 pm »

They regenerate about 12 hp a minute, wouldn't make much difference (that is, unless the thing always makes your enemies going -19)
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Re: Non lethal shot
« Reply #23 on: September 03, 2012, 12:36:34 am »

I like the idea, it need to work only when critter isn't KO and have positive HP.
For guards, why they don't die when under 0 HP? Or just apply this feature on player, so no prob with guards?
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Re: Non lethal shot
« Reply #24 on: September 03, 2012, 05:08:08 pm »

This is a great idea!
Now in encounters you can just shoot someone unconscious for safety and then heal them after talking to them.
But too bad it wouldn't work with BG
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