General > Discussion
Line of sight Vs Line of Fire
vedrit:
Agreed. Perhaps there can be a fix to the firing. Being able to adjust what the actor targets. If the actor can see the head, and only the head, then we should be able to target the actor bone "head" (I dont know what your doing for animations and labeling, etc), or shoulder, or chest. Arm or hand hits could disarm, whereas leg hits could slow or disable.
The particulars, IMO, could wait till things are worked out a little smoother, but the targeting body parts seems entirely plausible.
BTAxis:
That's been discussed and decided against.
Coconut Jonlan:
--- Quote from: CapnKill on February 17, 2009, 08:29:11 pm ---I would find it strange if someone complained about this type of fix. I mean, sure sometimes in X-Com things looked a bit odd when lasers flew out of the gun at funny angles, but the most important thing is being able to shoot the alien in the window so we forgave the rest as long as the end result is what we expected.
--- End quote ---
Of course the aliens can shoot back atcha too - which could be bloody murder walikng past - or trying to look through - those little windows in the base control centre - 3 reaction snapshots from a heavy plasma at point blank? 3 dead soldiers.
I'm not suggesting anyone go nuts and start programming ways to target individual body parts - that's over-complicating things - but if there's an obviously clear LOS to a straightforward killshot - head and/or chest - particularly if it's at close range - then LOF should be permitted too simple as that..
here's another screenshot of LOF denied just in case I haven't laboured the point enough already ;)
[attachment deleted by admin]
CapnKill:
--- Quote from: Coconut Jonlan on February 18, 2009, 01:18:20 am ---Of course the aliens can shoot back atcha too - which could be bloody murder walikng past - or trying to look through - those little windows in the base control centre - 3 reaction snapshots from a heavy plasma at point blank? 3 dead soldiers.
I'm not suggesting anyone go nuts and start programming ways to target individual body parts - that's over-complicating things - but if there's an obviously clear LOS to a straightforward killshot - head and/or chest - particularly if it's at close range - then LOF should be permitted too simple as that..
here's another screenshot of LOF denied just in case I haven't laboured the point enough already ;)
--- End quote ---
How do you get a FPS view like that... are you in game or the map editor?
And yes I agree, I mean it is unfair that an alien in a window can shoot at you but you can't shoot at him because of the ledge... Someone was saying that you can use Shift to move the target up?... what is that about, would that solve the problem?
BTAxis:
--- Quote from: Coconut Jonlan on February 18, 2009, 01:18:20 am ---but if there's an obviously clear LOS to a straightforward killshot - head and/or chest - particularly if it's at close range - then LOF should be permitted too simple as that..
--- End quote ---
That's the thing though. It ISN'T as simple as that. The game doesn't think in terms of "if there is an obvious LOS..." or "straightforward killshot". It uses routines to trace lines from one point to another, and it can detect if that line is interrupted by geometry or not. That's all we have to work with, basically. You don't seem to realize that computers don't work like humans.
--- Quote from: CapnKill on February 18, 2009, 01:25:03 am ---How do you get a FPS view like that... are you in game or the map editor?
--- End quote ---
You can press V for first person view. Bear in mind though that this feature is scheduled to be axed and replaced by something else.
--- Quote ---And yes I agree, I mean it is unfair that an alien in a window can shoot at you but you can't shoot at him because of the ledge... Someone was saying that you can use Shift to move the target up?... what is that about, would that solve the problem?
--- End quote ---
No, it only shifts the target height, not the source height.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version