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Knockout enemies bs falling onto them?


chakkman

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Hey,

 

i thought i'd make a little feature suggestion as well. :) I know it hasn't been part of the original Thief's (as far as i remember), but, have the mod creators ever considered the possibility to knockout enemies by falling onto them, like in games like the Splinter Cell parts? I actually quite liked it, and, IMO, it could make a worthy addition to knocking out enemies with the blackjack, or gas arrows.

 

What do you think, or what is your objection towards it?

 

Edit: Found this: http://forums.thedarkmod.com/topic/12865-what-aboutknock-out-enemies-falling-on-them/?hl=falling Does that mean it's already possible?

Edited by chakkman
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You certainly can knock out AI with heavy items like crates.

Did not test whether the heavy item is allowed to also be the player character. But i would consider it a bug if not as the player character is heavier than most of the other items you can use to knock out an AI.

 

This remeinds me that i need to train drop and throw knockouts. There are quite a few missions featuring lots of crates and other heavy clutter and i still almost always use the blackjack...

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Hey,

 

i thought i'd make a little feature suggestion as well. :) I know it hasn't been part of the original Thief's (as far as i remember), but, have the mod creators ever considered the possibility to knockout enemies by falling onto them, like in games like the Splinter Cell parts? I actually quite liked it, and, IMO, it could make a worthy addition to knocking out enemies with the blackjack, or gas arrows.

 

What do you think, or what is your objection towards it?

 

Edit: Found this: http://forums.thedarkmod.com/topic/12865-what-aboutknock-out-enemies-falling-on-them/?hl=falling Does that mean it's already possible?

link

 

Alter the player script so that a knockout stim is emitted from its origin (where the feets are) if the vertical velocity exceeds a certain negative value (the value determines how deep the player has to fall to be fast enough to take out ai, so you can adjust it so it is convincing and/or suitable for your fm), Negative speed needs to be checked every frame.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The old tracker is offline until 2011-01-30. ;)

Some URL rewriting to automatically redirect all direct issue links to the new tracker would be awesome...
Here is the old issue #2395 in the new Tracker.

 

In the 2.03 script reference (is there a newer one?), getLinearVelocity and StimEnable look interesting.

Untested code to be executed each frame:

stimId is the ID of the knockout stim (maybe to be found in the code implementing the crate knock outs)

knockoutVelocity is the upper limit on the velocity for enabling the stim

vector v = $player1.getLinearVelocity();

$player1.StimEnable(stimId, v_z <= knockoutVelocity);

Could this work?

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link

 

Alter the player script so that a knockout stim is emitted from its origin (where the feets are) if the vertical velocity exceeds a certain negative value (the value determines how deep the player has to fall to be fast enough to take out ai, so you can adjust it so it is convincing and/or suitable for your fm), Negative speed needs to be checked every frame.

 

If there was a way to do it without a performance impact I'd be in favour of it.

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The old tracker is offline until 2011-01-30. ;)

Some URL rewriting to automatically redirect all direct issue links to the new tracker would be awesome...

Here is the old issue #2395 in the new Tracker.

 

In the 2.03 script reference (is there a newer one?), getLinearVelocity and StimEnable look interesting.

Untested code to be executed each frame:

stimId is the ID of the knockout stim (maybe to be found in the code implementing the crate knock outs)

knockoutVelocity is the upper limit on the velocity for enabling the stim

vector v = $player1.getLinearVelocity();

$player1.StimEnable(stimId, v_z <= knockoutVelocity);

Could this work?

Nope.

 

 

If there was a way to do it without a performance impact I'd be in favour of it.

The performance impact is neclectable, as all the script would need to do is to access and check a numerical value.

 

The infinite loop would look like this

 

vector linvel;
while(1)
{
    linvel=getLinearVelocity();
    if (linvel_z < threshhold)
    {
      StimEnable(STIM_TRIGGER,1);
    }
    else {
      StimEnable(STIM_TRIGGER,0);
    }
    waitFrame();
}

This needs to be put in its own function and be called from the init method inside the scriptobject used by the player.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The performance impact is neclectable, as all the script would need to do is to access and check a numerical value.

 

We should definitely look into adding it as a core gameplay feature then, in my opinion.

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