RexHunter99 Diehard Founder
Joined: 19 Dec 2008 Posts: 8 Location: Australia
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Posted: Sun Feb 08, 2009 12:57 am Post subject: Ammunition replenishment |
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The thing we lack on Site-B or wherever we throw Anne into is ammunition...
Of course it's fun to throw in a dozen or so guns of each type but really, wouldn't it be more logical and fun to have to find the appropriate ammo boxes/clips?
I was thinking (along with my destructible environment idea) that we could do this and make it work well within a medium sized level (something akin to the retail levels)
Now how to go about this little idea? Well we need the resources first but let's skip ahead and pretend we have them shall we?
First we have our ammo instances and our weapon. We need to know when Anne has picked up a certain weapon and when she dropped it so a Boolean trigger is a must, one for each weapon. Then we need a trigger that checks the weapons, if Anne picked up "M1911-00" then we need to set the appropriate Boolean trigger to true, when she drops it we need to set it to false. Then we need a trigger for the ammo, when you use the ammo, it should set the weapons ammo (if it has been picked up and not dropped, and is 'stashed') to full or add however many rounds you need. The ammo is then discarded as a useless object, this also needs to be kept track of with a Boolean trigger.
In theory (and in my mind) that works. I should probably try it out myself, but I'd need to mock some ammo up for it.
On a similar topic, we can use that method for medkits too. Anne slowly regains her energy after being attacked, and sometimes it's necessary to be at maximum strength before doing something so we'd want to allow players to heal on the go.
Using the same technique we check if a medkit was used, if so apply new health to Anne (instance "Player") and the medkit should be rendered useless via a Boolean trigger. _________________
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Wolf TresProject Member
Joined: 19 Nov 2008 Posts: 26 Location: Variable location
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Posted: Tue Feb 10, 2009 2:18 pm Post subject: Re: Ammunition replenishment |
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Hmmm, you know this idea is of high interest to me, even in my two jurassic parks where there would be an occasional gun rack it makes no sense for guns to only be supplied with one clip each... I will however retain a fair variety of guns each with strengths and weaknesses to make the game more dynamic (only certain guns will be able to perform certain tasks) _________________ Trespassers will be mauled by dinosaurs, survivors will be mauled again |
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