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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Alvarez on December 12, 2010, 04:30:44 pm
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I suggest a possibility of "knocking out" your own character on back or front with a chat command for RPing purposes.
For example:
1. You're in your own tent, going to matress, knock yourself to the ground and then logoff, RPing "going to sleep"
2. You take over the town, you're yelling "Everybody who doesn't want to die, get on the ground!". Those who comply and surrender, stays alive.
3. You just want to take a nice sunbath and knock yourself out on the ground.
4. You blast yourself off with alcohol/drugs, then RPing a drunk.
5. You could trip yourself over things.
6. Trip over things before authorities, like Rat God. (WORSHIP HIM!)
7. And there's another picant, but mentionworthy RP option including Unarmed skill, certain useless items and NPCs, before someone suggest it in a more obscene way.
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yes yes yes(i didn't read all, but the knock out yourself for RP is what i wanna be implemented)
now let's read teh rest
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+1
It can be also quite cool in combat, you could simulate being knocked out to get up and... (risky, but maybe worth it?)
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+1
It can be also quite cool in combat, you could simulate being knocked out to get up and... (risky, but maybe worth it?)
not if you play in tb, rt maybe but people with awareness can see if you are bluffing or if there is just a cluster of player bodies around you may be able to pull off a liam neeson in the movie taken :o.
also what sort of ap cost would you take to get down/get back up? the typical 2 or 3 ap or just 1 or even 0 since you are planning to use this for rp purposes?
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*knocks himself down in new reno with 5 mercs hiding and waiting for some foolish player to come in and try to kill him*
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Can be considered worth to be made public (there are already similar commands). I'd enjoy it aswell as a player.
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great ideea, the comands can be something like:
~frontknockself for a belly knockdown
~backknockself for a back knockdown
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~playdead
:P
and back when you move.
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Thank you for your support!
Now, if this is going to be used in combat, like DrapiChrust suggested, this could be quite a short command or even a assigned key.
As for using it in combat, you could use it to get cover if you're low on HP and want to give a smaller target (or set an ambush.)
I don't mean it now, it should be like crouching in Tactics, that would be too far-fetched...
But...well, i just think it would be easy enough to implement mechanics to knock yourself down on the ground. Just for the sake of not using grenades under your own feet for this and some RP.
Please, could you implement it?
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+1 this is a nice addition, cost should be standart 3 ap. Only use in combat would be acting like the dying or knocked out.
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+1
Perfect for Pk Traps and RPin
something extremely short, and easily accessed, eg +fko for Front, and +bko for Back
(ko stands for Knock Out incase you dont know :))
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+1 this is a nice addition, cost should be standart 3 ap. Only use in combat would be acting like the dying or knocked out.
The "cost" is to lose all your ap + some more to keep laying on ground. This is pretty much what happens if you slap yourself.
You lose your AP-you're going prone.
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also you are easier to hit since this simulates being knocked out not an actual prone position.
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Please devs? Let us make ourselves our own slappies :'(
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also you are easier to hit since this simulates being knocked out not an actual prone position.
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?
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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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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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well, been posted before. and I Love it.
Seriously, what the hell? Why hasnt it been scripted yet?
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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.
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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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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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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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It is something like that in client_main.fos
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
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
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If the forum had a "thank you" button, i'd push it, z0m2h14. So thank you for your effort!
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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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I was tired of waiting, so i implemented it by myself.
(https://i.imgur.com/d6ed1.jpg)
Now i finally can RP sleep.
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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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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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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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Implemented. (http://fodev.net/forum/index.php/topic,25706.0.html)