Technical support > Feature Requests
Bleeding wounds
Mattn:
the patch is applied to master now - thanks again
i've made some minor modifications in an appended patch.
Sandro:
Great! Thanks to DarkRain we finally have a working wounds system :)
But, there are few things that concern me after reading the the patches:
0) Not really related to patch, but "hurt aliens in ufo crash missions" code does not match it's comments -- they assume 5% 15% 30% distribution, while code generates 5% 10% 15%
1) Network protocol has been changed, but it's version is not bumped. If changes are final, we should bump it to avoid misconnections.
2) Maybe that also applies to saved games (not sure, never really checked the code)
3) IMHO, decision to have non-integral TU costs for moving (if I understood the code right) is very, VERY questionable. IIRC there were bugs related to it before. My opinion -- just keep the fixed costs and limit movement by capping max TUs.
Mattn:
0 and 1 are fixed already
2 works - as the wounds system only added new stuff
3 might indeed be a problem - though the code looks sane
homunculus:
@ H-Hour and Crystan being sarcastic @ Ajpe:
well, ajpe was perfectly on-topic : ) except that the thread had turned into a dev thread which is also nice.
tried the 2.5 dev in the weekend, and it seems there is functional wounds system there.
some wounds took several medkit applications to cure, but it was difficult to tell the health points of the wound, or whatever it would be that would let the player estimate how many medkit applications would be needed to stop bleeding.
there were different penalties for wounds on different bodyparts, but the gui just seemed to show exclamation mark icons for wounds, with no visible indication of the bodypart.
i guess the bodypart indication in the icons, or at least in a tooltip that would show the bodypart and the effect (because player might not remember the bodypart--effect table by heart), is probably planned, and the situation will get alleviated.
the differentiation between movement costs and shooting costs (rather than generic stat and time units reduction) seemed too much micromanagement for my taste and felt bit like first-aid tycoon as i expected earlier (movement cost to the next soldier with medkit was the only serious concern, as first aid felt nicely urgent).
and, as far as i understood, there is no such thing as soldier becoming unconscious before death.
the bleeding rate felt high enough, and i guess that fulfills the main purpose (together with medkit not healing a soldier to full health).
btw, i am currently taking another look at my battlescape hud mod from about half a year ago, and i might want those wounds visible in the main screen (preferably as bars), which cvar-s are involved?
DarkRain:
--- Quote from: homunculus on July 23, 2012, 02:18:47 pm ---[...]
the gui just seemed to show exclamation mark icons for wounds, with no visible indication of the bodypart.
i guess the bodypart indication in the icons, or at least in a tooltip that would show the bodypart and the effect (because player might not remember the bodypart--effect table by heart), is probably planned, and the situation will get alleviated.
[...]
--- End quote ---
--- Quote from: DarkRain on July 16, 2012, 04:37:30 pm ---the only part that needs some serious work is the UI part, as it stands it was just for me to have a quick visual of how things were doing during testing.
--- End quote ---
I'm not good at all with UI design, specially when it comes to creating the art assets needed for it...
--- Quote ---btw, i am currently taking another look at my battlescape hud mod from about half a year ago, and i might want those wounds visible in the main screen (preferably as bars), which cvar-s are involved?
--- End quote ---
There are no cvars involved at all, I added a callback which is called on opening the window or when the cvar storing the soldier name changes (only works for the currently selected actor) it checks the actor wounds and passes the data to the confunc in charge to display the correct icons.
--- Quote ---as far as i understood, there is no such thing as soldier becoming unconscious before death.
--- End quote ---
Nope, I considered adding a little stun damage each time a soldier is wounded to get a similar effect, but dropped the idea because stunned soldiers are treated as dead (they are removed form the UI) and there's no way to tell dead units from stunned ones in the field
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