Product Chat / Top Down Shooter Demo (Video)

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MooKai
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Posted: 1st Mar 2017 21:37
Top Down Shooter Demo (Video)

A little video from a top down shooter test.
Well, the level is not really optimized and the nvidia rec. software reduce the framerate too...
But it's really nice to use the 3rd person view now.

Only problem, the shotgun only shoot to a specific point x, everything before point x can not be hit by the shotgun bullets... hmmmm any ideas?





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MooKai
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Posted: 1st Mar 2017 21:39
You like games with a HUD or without?
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synchromesh
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Posted: 1st Mar 2017 22:01
Love this .... That looks really cool !!
No ideas on what I call " The No Kill Zone " Its not so bad if you have to be in range to kill but yes its that zone between the Target and player and if you get to close you cannot kill ....
I did ask Lee the question in the beta forum if there was a tweak we could use so although no reply yet it will be churning in his head no doubt
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MooKai
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Posted: 1st Mar 2017 22:13 Edited at: 1st Mar 2017 22:14
hm, I guess because there are no real projectiles.
its more like you shoot, then the engine create in distance x a "hit box trigger" for enemies.
enemy in zone = dead... not in trigger zone show impact on the ground
with 2D games its easier, you create your bullet which has a path, if a enemy hit the bullet on the path... destroy...

but its fun to create some top down worlds
maybe it will end in a complete game...
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Earthling45
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Posted: 1st Mar 2017 22:45
Quote: "A little video from a top down shooter test."


This is very impressive
MooKai
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Posted: 1st Mar 2017 22:45 Edited at: 1st Mar 2017 22:46
you can edit the gunspec.txt from the shotgun.
add: projectile = rpggrenade
under the line: poolammo = shotgun

should look like this:

;// Ammunition

poolammo = shotgun
projectile = rpggrenade
reloadqty = 5
chamberedround = 1
shotgun = 1
empty shotgun = 1

then you can shoot the rpg ammo with the shotgun (+ shotgun sounds) hahaha funny and explosive...
maybe I've to edit the rpg projectile a little bit...
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synchromesh
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Posted: 1st Mar 2017 22:48
Quote: "hm, I guess because there are no real projectiles."

Exactly that ..... Not so bad in full third person as the sights are in front of you so its a simple case of if the sights or that zone are touching the enemy and you shoot then they get shot .... Same applies overhead but nothing before or after ...

Perhaps something could be altered in the Gunspec or integrate some code from the rocket launcher maybe but that's out of my league
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MooKai
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Posted: 1st Mar 2017 22:49
thanks Earthling45, just a test for now
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synchromesh
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Posted: 1st Mar 2017 22:50
SNAP !!!
lol
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MooKai
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Posted: 1st Mar 2017 22:50
synchromesh
see post above.. already edited... its easy
try it and have fun
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synchromesh
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Posted: 1st Mar 2017 23:21
That's awesome ....
So basically if you edit the projectile itself you could create Laser fire for example
This is great fun ...
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Belidos
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Posted: 1st Mar 2017 23:33
I think the reason it doesn't damage then close up is because normal weapons work by causing damage at the location if the cross hair and not by using a projectile and collision . basically an entity will only be damaged if it's in range of the cross hair.

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AuShadow
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Posted: 2nd Mar 2017 00:00
Would be awesome to see a bullet overhaul so all weapons were projectile based so this could incorporate real time bullet drop
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MXS
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Posted: 2nd Mar 2017 01:50
@AuShadow I been tell Lee that for the longest time so I could share my projectiles with you guys. He told me he would add it to the 114 list, well guess it never happen.
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His list is massive. Email him a friendly reminder again.
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MXS
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Posted: 2nd Mar 2017 03:01
ok I will try.
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MooKai
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Posted: 2nd Mar 2017 08:32
Sure, you can add a laser, rockets... Bullets.... Eggs
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AuShadow
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Posted: 2nd Mar 2017 09:40
Lol yeah well being a long range shooter myself I would love to be able to add realistic bullet drop to rounds such as the .308 and .300 Winchester Magnum.
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Anubis
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Posted: 2nd Mar 2017 10:52
if shooting (whatever) is overhauled.. i opt for Tracer Bullets in the mix.
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MooKai
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Posted: 2nd Mar 2017 12:27
Someday GG will be a "bullet proofed" engine lol
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3com
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Posted: 2nd Mar 2017 16:59
Nice vietcom map MooKai!

We all end being master in workarounds with GG, which is not so bad, as it forces us to investigate constantly., great school is GG.
I also love the eggs weapon.

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Jerry Tremble
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Posted: 3rd Mar 2017 00:20
Quote: "great school is GG. "


When's recess?
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MooKai
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Posted: 3rd Mar 2017 08:27 Edited at: 3rd Mar 2017 08:28
Game development is always fun
Hmmm... I can not pick up ammo packs with the 3rd person character... Also no other weapons... Hmmm


I added some zombies, and it's really funny how good the now navigate thru the jungle and around buildings.
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LeeBamber
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Posted: 6th Mar 2017 11:50
There is a 'bullet drop' value in the weapon properties which allows you to specify the mathematical drop vector of the fired bullet over time. The multiplier acts with distance to work out the final position of the bullet and you can experiment with different values to get the effect you need for your game.
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synchromesh
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Posted: 6th Mar 2017 14:00
Quote: "There is a 'bullet drop' value in the weapon properties which allows you to specify the mathematical drop vector of the fired bullet over time. The multiplier acts with distance to work out the final position of the bullet and you can experiment with different values to get the effect you need for your game."


WHOOSH !!! What just shot over my head
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granada
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Posted: 6th Mar 2017 14:18

Quote: "WHOOSH !!! What just shot over my head "


Me to,sounds like one for AmenMoses .

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Belidos
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Posted: 6th Mar 2017 14:23
I think i need a translator!

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granada
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Posted: 6th Mar 2017 14:37 Edited at: 6th Mar 2017 14:38
Thinking about it someone with the mathematical skills could make up a chart to show what values to put in for what distances,just need someone with the now how.

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AmenMoses
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Posted: 6th Mar 2017 19:11
Or google 'ballistics'.

I mean it's not rocket science!
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Earthling45
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Posted: 6th Mar 2017 20:54


I could use the hud so that the distance is shown, will do that in the coming days
Belidos
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Posted: 6th Mar 2017 21:38
Yeah, I know about ballistics and drop off when it comes to real life (qualified military range officer and three times regimental marksmanship champion), I just don't have a clue how it relates to the lus/fpe/gunspec etc.

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synchromesh
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Posted: 6th Mar 2017 22:23 Edited at: 6th Mar 2017 22:29
Quote: "I mean it's not rocket science! "

I don't have a problem with Rocket science .... Its what lee said that baffled me
And I'm still not sure how that will help with the " No Kill Zone " anyway ?

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Duchenkuke
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Posted: 7th Mar 2017 07:19
Looks great !!!
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AmenMoses
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Posted: 7th Mar 2017 07:39
I still have nightmares about range officers .....

Can't claim regimental squat as I was in a different mob.

I did do a wee bit of coding for the Harrier GR5/GR7 OFP though, quite a lot of math involved in weapon trajectories when travelling at 500 knots!
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Belidos
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Posted: 7th Mar 2017 07:56
Quote: "I did do a wee bit of coding for the Harrier GR5/GR7 OFP though, quite a lot of math involved in weapon trajectories when travelling at 500 knots!"


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Teabone
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Posted: 9th Mar 2017 07:49 Edited at: 9th Mar 2017 08:33
Thanks for the bullet fall off information I actually didn't know if GG implemented this or not, since we dont have any visual indicators for the majority. Will for sure be going through each weapon and playing around with these. While people seem to be against "realism" in games in this community, I do like that we have this option.
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OldFlak
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Posted: 9th Mar 2017 09:50
Quote: "WHOOSH !!! What just shot over my head "


Just as well the drop-off wasn't applied to that bullet - it may have hit you - lol

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