Seven_Stones on 14/7/2005 at 22:12
A max pick of 3 relates to roughly 3 or 4 feet. Makes sense to me.
Just don't like the normal 7.
Try it out.
ZylonBane on 14/7/2005 at 22:26
Quote Posted by Ottoj55
i made water arrows and moss arrows do damage, stupid that they don't
No it isn't.
It is stupid that they don't notice it though.
Ottoj55 on 14/7/2005 at 22:40
why do you bother posting zylon? you never add anything to the discussion, just tell everyone that they are stupid for whatever opinion they have, just knock it off.
Eshaktaar on 14/7/2005 at 23:42
Quote Posted by Seven_Stones
I give all my frobable obects a max pick distance of 3.
I think it's more realistic.
I have to agree with Spitter there. "It's more realistic" is a trap I tend to fall into quite often, too. Think about why LGS made the frob distance that large. It's not because they found it realistic but because it is a service to the player. If the frob distance of everything is 3, you're just going to make the player overlook stuff because it doesn't hilight at the usual distance. I don't want to get so close to a bookshelf that Garrett's nose touches it just so I'm able to discover a secret book lever ;)
Nameless_Voice on 15/7/2005 at 00:35
Add 'Sim' to the JointsTweq of all containers!
Add Renderer->LightColour (0.10, 0.75) to fire arrows ('firearr' archetype)
Add Renderer->LightColour (0.10, 0.75) to explosion coronas ('expcorona')
Might as well delete the Emit properties, too. Heatdisks are software only.
Will O'Wisp (-5863) should have its Schema->Material Tags cleared.
10'ironFence should have a Physics->Attributes: Pore Size of 0.25
Also, a lot of archetypes should have Renderer->Runtime Object Shadow. I posted a list of these archetypes in the DromEd FAQ, so check them out there.
I have some more somewhere (including an 'enhanced' gamesys I made for a project with a huge amount of improvements... not sure if that project will ever see the light of day. :()
As for moss & water arrows, I agree with ZB - they shouldn't damage AIs, but should alert them.
TF on 15/7/2005 at 01:11
DEDX has the perfect solution for that. Projectiles radially emitting a stimulus to which AIs react by being alerted.
10 hours of S&R fiddling more like make a second AlertProjectileStim or something like that for the broadheads, make the archers immune to it, and all other critters receptive to it.
There's really no reason for water/moss arrows to deal damage, since they instantly liquefy/mossify when they hit something. You don't hear a hard clang when you shoot a water arrow at a torch.
Morpheus on 15/7/2005 at 01:34
Quote Posted by Ottoj55
why do you bother posting zylon? you never add anything to the discussion, just tell everyone that they are stupid for whatever opinion they have, just knock it off.
He's right, though. Maybe they should do a tiny bit of damage due to the impact alone, but other than that, not really.
Ottoj55 on 15/7/2005 at 02:49
i'm not talking about a broadhead amount of damage, it takes about 10 moss arrows to kill a guard in a debt repaid, thats a huge waste of resources, the point is to piss the guard off more than to kill them.
TF on 15/7/2005 at 03:00
10 clumps of moss can kill a man? Hot damn...
Rob Hicks on 15/7/2005 at 08:52
All I can say here is wait for Dark Metal. Virtually all of these are already implemented. You may also consider...
Adding "NoticesPlayerBumps" script to AIs so they notice if you bump into them (makes pickpocketing more realistic).
Adding, I think, 'collides with terrain' to Garrett's weapons so they can interact noisily with textures.
Rob