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NewDM Armour input

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  • #16
    How about PENT makes you take half damge...or better yet, quarter damage...quad damage's inverse.
    hmm sounds intresting

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    • #17
      Hm... pent = 5GA
      seriously though... pent could give 400RA... and that's not really much considering how fast RA goes down. Also make it give you 10 of each ammo type and a shaft, some levels don't have shaft but do have cells??
      e|------------------------0---------------
      B|---------------0^1----------------1----
      G|---------------2------2------0^2-------
      D|---------------2-------2--2-------------
      A|---------------0------------------------
      E|----------------------------------------

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      • #18
        Make pent similar to a resist rune, and if you die while having pent, make it drop so someone else can pick it up and continue it's use until it times out.

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        • #19
          I'd tone down the protection, green gives 30% cover yellow 60% and red 80%, I don't understand the jump from 30 to 60. Maybe try working with 30/50/60. Or something around there.
          Qoetia B4 == 1.93Mb

          Expo Booth '08
          !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
          Hunting shamblers since 1996.

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          • #20
            Originally posted by Senban View Post
            I'd tone down the protection, green gives 30% cover yellow 60% and red 80%, I don't understand the jump from 30 to 60. Maybe try working with 30/50/60. Or something around there.
            the exact reason why I nerfed the armour in the first place

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            • #21
              isn't green 33%?

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              • #22
                Originally posted by PapaSmurf View Post
                isn't green 33%?
                Here's a snippet from the progs106 vanilla quake source:

                Code:
                /*
                ===============================================================================
                
                ARMOR
                
                ===============================================================================
                */
                
                void() armor_touch;
                
                void() armor_touch =
                {
                	local	float	type, value, bit;
                	
                	if (other.health <= 0)
                		return;
                	if (other.classname != "player")
                		return;
                
                	if (self.classname == "item_armor1")
                	{
                		[COLOR="Yellow"]type = 0.3;[/COLOR]
                		value = 100;
                		bit = IT_ARMOR1;
                	}
                	if (self.classname == "item_armor2")
                	{
                		[COLOR="Yellow"]type = 0.6;[/COLOR]
                		value = 150;
                		bit = IT_ARMOR2;
                	}
                	if (self.classname == "item_armorInv")
                	{
                		[COLOR="Yellow"]type = 0.8;[/COLOR]
                		value = 200;
                		bit = IT_ARMOR3;
                	}
                	if (other.armortype*other.armorvalue >= type*value)
                		return;
                		
                	other.armortype = type;
                	other.armorvalue = value;
                	other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit;
                
                	self.solid = SOLID_NOT;
                	self.model = string_null;
                	if (deathmatch == 1)
                		self.nextthink = time + 20;
                	self.think = SUB_regen;
                
                	sprint(other, "You got armor\n");
                // armor touch sound
                	sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
                	stuffcmd (other, "bf\n");
                	
                	activator = other;
                	SUB_UseTargets();				// fire all targets / killtargets
                };
                GA is 30%
                YA is 60%
                RA is 80%
                Last edited by Canadian*Sniper; 07-06-2007, 01:45 PM.

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                • #23
                  Ok, so at 30%, you really only need 43 green armor for every 100 health. People were saying 50 for every 100 health, which would mean 33%. I tried checking this by shooting myself with rockets, but due to rounding errors my conclusions were wrong.

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                  • #24
                    going with papasmurf's pent idea, how about this which doesn't stray too far from the original powerup:

                    for 30 seconds the player's health has 75% resistance but the player's armour still takes full damage on what it absorbs (just like the normal pent does).

                    In a sense, it's just like the original pent invuln for 30 seconds but this actually does SOME damage to the player and still wastes his/her armour away. What do you guys think? It's either going to be 75% absorb or 50% absorb. play testing will determine it.

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                    • #25
                      I'd rather have
                      GA 30% (50 GA)
                      YA 50% (100 YA)
                      RA 60% (150 RA)
                      PENT 80% (200 RA)

                      And have the ability to pick up weaker armor and add to your stronger armor's strength like in Quake II.
                      e|------------------------0---------------
                      B|---------------0^1----------------1----
                      G|---------------2------2------0^2-------
                      D|---------------2-------2--2-------------
                      A|---------------0------------------------
                      E|----------------------------------------

                      Comment


                      • #26
                        I'd kinda like to avoid implementing Q2 stuff.

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                        • #27
                          I got a better idea:

                          Green: 50GA
                          Red: 150YA
                          Pent: 200RA + 5 seconds

                          Yellow: 50GA + 50 health (so it works like half a megahealth)
                          16:03:04 <gb> when I put in a sng, I think I might need nails
                          16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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                          • #28
                            I like pent giving a different percent of armor... perhaps 200 of 100% armor.

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                            • #29
                              Meh, that's basically a megahealth x2 that doesn't decay.

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                              • #30
                                Right now I have the pent acting normally as it would in vanilla quake except instead of invulnerability the player health receives 1/4 damage.

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