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Author Topic: Better hit indication  (Read 3657 times)

Offline Sgt. Hatter

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Better hit indication
« on: March 08, 2010, 07:14:38 pm »
Sometimes, particularly with explosive or stun weapons, it can be difficult to tell whether your shots are actually hitting or doing damage.  It's particularly bad when, say, you drop a grenade next to a victim, it explodes, and the cretin's still standing there like nothing happened.  Did I hit him and he survived?  Did the game not register a hit when it should have?  Or did I simply miss?

If possible, and not too much trouble, I'd like a bit more obvious an indication that the victim's been hit.  Maybe a wincing or doubling-over-in-pain animation?  Possibly a sound cue?  Hearing my enemies screaming in pain is always satisfying, but it currently only occurs upon their death.
« Last Edit: March 08, 2010, 07:25:53 pm by Sgt. Hatter »

Offline LtCustard

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Re: Better hit indication
« Reply #1 on: March 08, 2010, 07:37:36 pm »
I agree, this would be a nice little feature; I have often thrown a plasma grenade just behind an injured alien, watched it explode, and wondered if the alien actually had taken any damage at all. Clearly you are not supposed to know the exact amount of health an alien has, which is perfectly sensible, but hearing a dull grunt from an Ortnok or a little hiss from a Bloodspider would be somewhat satisfying every now and then.

Offline MCR

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Re: Better hit indication
« Reply #2 on: March 10, 2010, 12:46:58 am »
I think a sound cue implementation is planned & already defined in base/ufos/team_aliens.ufo (see actorsounds, hurtsound), but the soundfiles defined for hurtsound are not playing at all, humans also don't scream in pain when getting hurt...
Maybe mattn could take a look at this  ::)

Offline MCR

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Re: Better hit indication
« Reply #3 on: March 10, 2010, 12:41:07 pm »
BTW, there are lots of sounds needed to further deepen the atmosphere, take a look here:
http://ufoai.ninex.info/forum/index.php?board=9.0

Offline Mattn

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