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Radiation [SUBMISSION]

  • HexenMapper
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7 years 11 months ago - 7 years 11 months ago #1 by HexenMapper
Radiation [SUBMISSION] was created by HexenMapper
Information:
Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:



Download Link:
[url=http://www.m*diafire.com/file/u2f6u8n12qmzfmi/RADIATION_3.zip]Mediafire[/url]
Last edit: 7 years 11 months ago by HexenMapper.

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  • MagicWazard
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7 years 11 months ago #2 by MagicWazard
Replied by MagicWazard on topic Radiation [SUBMISSION]
Interesting idea. What prompted you to have radiation damage dealt via melee attack, versus, say, explosion? I'm curious if that confers a specific benefit to something like this.

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7 years 11 months ago #3 by HexenMapper
Replied by HexenMapper on topic Radiation [SUBMISSION]
Not too sure, just seemed like the right way to do it. It could potentially be a hitscan or any kind of attack, as long as the damage gets to the player somehow :)

Also I dont really have any screenshots, because the effect is invisible... Hope the images I submitted are ok!

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  • Blue Shadow
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7 years 10 months ago #4 by Blue Shadow
Replied by Blue Shadow on topic Radiation [SUBMISSION]
The problem I see with using melee to inflict damage is that it's not multiplayer friendly. Also, something to note, wearing a radiation-shielding suit doesn't protect you against radiations, which is weird. :P

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7 years 10 months ago #5 by HexenMapper
Replied by HexenMapper on topic Radiation [SUBMISSION]
Its easy enough to change the attack to a hitscan (would there be problems if objects were between the radiation actor and the target?)
Making it so the radiation suit protects seems to be harder to implement. I tried a few different damage types, but none of them seem to allow the radsuit to protect.

When I used this in my mod I created a custom radiation suit with gas mask breathing and screen overlay, but It would be nice to have the standard radiation suit protect.

Any recommendation on which attack type to use that will be able to be defended by the radiation suit?

Thanks

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  • MagicWazard
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7 years 10 months ago #6 by MagicWazard
Replied by MagicWazard on topic Radiation [SUBMISSION]
I don't believe that the radiation suit actually protects against any defined damage type, so much as it protects against certain types of defined sector-based damage effects. In other words, simply assigning a damage type to the radiation cloud's "attack" won't do anything. With that said, you can always modify the radiation suit itself to give the player a powerup that negates damage from the radiation cloud's attack type. See below.

Warning: Spoiler!

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  • HexenMapper
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7 years 10 months ago #7 by HexenMapper
Replied by HexenMapper on topic Radiation [SUBMISSION]
Thanks for the help MagicWizard

I had a tinker and now the ComboRadSuit does protect from radiation (and all other radiation suit things)

http://www.m*diafire.com/file/mqwwteolwh4fpeo/RADIATION.rar

I also nerfed some of the damages as they were a bit high.

The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems

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  • MagicWazard
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7 years 10 months ago #8 by MagicWazard
Replied by MagicWazard on topic Radiation [SUBMISSION]

HexenMapper wrote: Thanks for the help MagicWizard


WAzard. Long story. It involves Magic: The Gathering, though. (I don't play it anymore. :P)

HexenMapper wrote: The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems


I think it might be easiest just to have the radiation cloud perform A_Explode to deal damage in a radius. This will allow it to affect all players within range. Monsters, too, but you can always mod them to have resistance to radiation damage if preferred. Plus, A_Explode already has a mechanism to cause reduced damage when far away from the center of the "explosion", so you don't have to do the work of scripting this yourself.

Warning: Spoiler!

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  • Blue Shadow
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7 years 10 months ago #9 by Blue Shadow
Replied by Blue Shadow on topic Radiation [SUBMISSION]
Although using a radius attack is a step in the right direction, there is one problem with it: if the actor doing the radius attack can't see you, you won't be damaged. It's like, I could be in the same room, but if I'm hiding behind a wall or corner where there isn't a direct line of sight between me and the actor, then I'm safe.

Part of me now thinks that an effect like that is better implemented as a map feature (involving sectors or what not), which of course invalidates this submission.

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  • HexenMapper
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7 years 10 months ago #10 by HexenMapper
Replied by HexenMapper on topic Radiation [SUBMISSION]
Another problem I foresee with a radius attack, is that if 2 players are close, 2 radius attacks will be performed, and both will take double damage.

I have an idea to work this like real life radiation: have the radiation actor give the players a RADs item, which inflicts damage and disappears over time. The closer to the epicentre, the more RADs a player gets.

Could work, and should be able to use something like A_GiveToTarget instead of having to worry about different types of attack.

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