onos impact

invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
<div class="IPBDescription">physics?</div>disclaimer - this may have been suggest before but i havnt noticed, and secondly im not necessarily backing the idea im just putting it up for discussion


Some players may have noticed the size and power of an onos at some point whilst playing ns1. If the onos appears in ns2 with the source physics engine what will its effect be. Knocking players about has already been discussed and so has breaking doors and baricades.

I was wondering about map structures - should the onos be able to impact map structures e.g. onos hits a wall the wall shakes alot under the impact a marine falls off the top.

Or should the onos be able to destroy / mutilate map structures such as denting or breaking walls?

Should noise and impact vibrations appear in the game, or impact damage?

Although the source engine has more potential for this kind of stuff i imagine a reasonable amount of programing on top would be required.

Although these effects seem worth investigating they could prove very fustrating for other players in game so maybe its not a good idea, but they could also add to the onos tactical options in some situtions.

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    At the very least, it would be interesting to have a Onos impacting a wall or some such feature of the enviroment would cause say, a dent, impact crater, or cracks to a appear in a the surface of something, if I remember right its called a bullet decal and in this case I would call them a Onos impact decal - even if it was just for show, didn't actually affect anything really other than to see it, and perhaps worry about adding actual deformation at some later date with time to dedicate to it. Claw marks and acid burns would be interesting 'bullet' decals as well.

    If a mapper has meant for a wall to be breakable, I really hope Onos impact or the concussive blasts of High Explosives would allow for it to break, just as we enjoy breaking glass or wood that is meant to in HL2. Things like these I would leave up to the mapper, hopefully to be used to great fan fare, much to the delight of both the visceral and strategic minded.

    Sending a prop (something placed there meant to be deformed or welded permanently to the bulk head) flying from a Onos hitting it by transfer of momentum, I really hope that is in. I've always pictured the Onos as the ultimate gate crashing life form and think it could easily give the big Ant Lion in HL2 a run for its money as a car flipping, barrel bash flinging menace.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Another factor of this would be that Onos charge did 2x damage per second to marines that where "pressed up against a wall" becasue none of the force of the charge would be dispersed as "pushing the marine" and all of it would be used to "compress the marine".
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    edited April 2008
    There is a technology called layered sprites, it is used in FEAR. Take a look at shotgun pellet imprints inside of map geometry, they look fully volumetric. I don't think that HL2 is using this technology, but Charlie and Max should definitely consider it <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Layering decals is usually how HL2 deals with bullets in stuff. It's a fairly simple thing to setup, almost like a custom spray that gets placed when a bullet hits a surface.

    As for moving stuff, as long as it's got a mass and isn't nailed to the ground, enough force will move it. The HL2 physics is very nice about this, basically giving things properties and then determining if you put enough force into it to move it. So, leaving random stuff around means an ONos with enough pushing power can push it, or even send it flying.

    Something to be careful about is how much power you give it. Otherwise, sending Marines flying everywhere would be cool, but might break game balance if they fly too far since the Onos was given so much pushing power to be the only one who can slowly move, say, a barricade or something.

    Although forcing MArines to get out of the way or fly into a wall for impact damage would be fun, except in super narrow hallways.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    would be good if onos was like a heavy train/truck with real momentum - sort of like a rhino even

    once you build up speed you can't stop immediately, unless marines slow you down haha <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1676981:date=Apr 27 2008, 10:01 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Apr 27 2008, 10:01 PM) <a href="index.php?act=findpost&pid=1676981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Layering decals is usually how HL2 deals with bullets in stuff. It's a fairly simple thing to setup, almost like a custom spray that gets placed when a bullet hits a surface.

    As for moving stuff, as long as it's got a mass and isn't nailed to the ground, enough force will move it. The HL2 physics is very nice about this, basically giving things properties and then determining if you put enough force into it to move it. So, leaving random stuff around means an ONos with enough pushing power can push it, or even send it flying.

    Something to be careful about is how much power you give it. Otherwise, sending Marines flying everywhere would be cool, but might break game balance if they fly too far since the Onos was given so much pushing power to be the only one who can slowly move, say, a barricade or something.

    Although forcing MArines to get out of the way or fly into a wall for impact damage would be fun, except in super narrow hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Onos should be able to push the command chair over... That would change the commanding experience...
  • MagicElementalMagicElemental Join Date: 2007-02-04 Member: 59871Members, Constellation
    As for "func_breakables" is there going to be a way for map makers to set this to high explosives or Onos only breaks in SourceSDK or will this require actual programming on the mappers end? I would hope it would be in the flags tab.
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    i think the Walls may be NOT destroyable by onos, but the HUGE jumps to DOWN, the Ceilling MUST be deformated. because the MASS of the onos is REALLY not a tiny thing. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2008
    I disagree. An Onos would probably have a <b>lot</b> more momentum (mass*velocity) from charging than he would at the end of a fall (depending on the height of the fall).

    Also, it's a space ship. If it can't handle something like the mass of an Onos (about how much, a tonne, two? I'd say less than that), then it's got a serious problem in manufacture or design. I figure they'd still have safety standards in the future?
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    <!--quoteo(post=1677699:date=May 5 2008, 03:29 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ May 5 2008, 03:29 AM) <a href="index.php?act=findpost&pid=1677699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree. An Onos would probably have a <b>lot</b> more momentum (mass*velocity) from charging than he would at the end of a fall (depending on the height of the fall).

    Also, it's a space ship. If it can't handle something like the mass of an Onos (about how much, a tonne, two? I'd say less than that), then it's got a serious problem in manufacture or design. I figure they'd still have safety standards in the future?<!--QuoteEnd--></div><!--QuoteEEnd-->


    okay dude, the space ships is unbreakable.

    and the SAND, and CONCRETE buildings on some planets ?

    (maps builds on planets, like ns_hera, or ns_eclipse )
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2008
    yeah but you seemed to miss it. momentum of: charging-onos > falling-onos. thus, physical deformation from: charging-onos > falling-onos. and <b>i would say</b> that a spaceship's 'floor' could handle a falling onos quite easily, but its 'walls' from a charge, perhaps or perhaps not.

    how about a compromise: a really satisfying thump (sound), when an onos falls from a certain height. really give that sense that the onos is a ######ing tank.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    I personally would like to see more knockback affects to most things even skulks. If a skulk attacks a marine it would knock him to the ground and cause his gun to flail up as opposed to the current knock back that just knocks back marines and makes it harder for a skulk to bite a marine a second time. This would makes solo marines more vurnerable at close range but thats really a simple balance issue. I also woulnd't mind a latch on type of attack which knocks the marine to the ground and renders him useless as he struggles to get the skulk off him. It would be a slower way to kill marines so alone it be stronger but against a group it would leave it more vulnerable to be shot by surrounding marines.

    But back to onos and physics I'd like to see attacks that inderectly do damage. Have a regular gore attack and add an inherant (always active) trample effect and attack that knocks marine back and to the ground causing them to temporalliy loose their ability to shoot while the recover and the possibility to get run over by trample damage. This sort of combines charge and stomp into one effect but an effect that is always active and not as uber against a group as stomp is since it requires physical contact rather than shot off from a distance. In addition I would have a left and right head swipe attack to send marines on the side flying into walls for damage and tempory disablement.

    Basically if your going to add impact damage and knockback effects to a game it would make sense to me to add actual knockbacks and recovery time. In real life when a dog jumps on your back you don't just keep bhopping in circles shooting with perfect accuracy. You been extreamly vunerable. Like a stun lock rogue against a hunter. Hunters good to kill rogues all day until that meanie rogue gets close.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    and same with bullets pushing aliens in the direction of the bullet which could be used to slow down aliens and disorientate them. Grenades causing complete knockback. Aliens would be come much more vulnerable at range and marines more vulnerable at melee. In addition this would encourage teamwork be cause a lone marine would become more vulnerable before and groups of skulk would close in on targets faster than stunned slowed skulks. skulk default speed would be the main balancer of such an effect. In addition both ideas add other variations to gameplay such as adding restistance to slowdown effects of bullets, added stopping effects of shotgun as opposed minor slowing effect to regular guns, and stun restance of heavy armor. Before anyone complains on constantly being slowing by bullets would be annoying, it could easily be done such that the slowing and disorientation is so minor it would have very little effect unless being shot by multiply marines which would still leave marines vulnverable to the now balanced faster moving skulk encourage teamwork and adding move variety. Bullet stuns have been in very many games successfully. These ideas would add so much more to the game and require less balancing then even other ideas like catpacks.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1677813:date=May 6 2008, 01:12 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 6 2008, 01:12 AM) <a href="index.php?act=findpost&pid=1677813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally would like to see more knockback affects to most things even skulks. If a skulk attacks a marine it would knock him to the ground and cause his gun to flail up as opposed to the current knock back that just knocks back marines and makes it harder for a skulk to bite a marine a second time. This would makes solo marines more vurnerable at close range but thats really a simple balance issue. I also wouldn't mind a latch on type of attack which knocks the marine to the ground and renders him useless as he struggles to get the skulk off him. It would be a slower way to kill marines so alone it be stronger but against a group it would leave it more vulnerable to be shot by surrounding marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1677815:date=May 6 2008, 01:24 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 6 2008, 01:24 AM) <a href="index.php?act=findpost&pid=1677815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and same with bullets pushing aliens in the direction of the bullet which could be used to slow down aliens and disorientate them. Grenades causing complete knockback. Aliens would be come much more vulnerable at range and marines more vulnerable at melee. In addition this would encourage teamwork be cause a lone marine would become more vulnerable before and groups of skulk would close in on targets faster than stunned slowed skulks. skulk default speed would be the main balancer of such an effect. In addition both ideas add other variations to gameplay such as adding restistance to slowdown effects of bullets, added stopping effects of shotgun as opposed minor slowing effect to regular guns, and stun restance of heavy armor. Before anyone complains on constantly being slowing by bullets would be annoying, it could easily be done such that the slowing and disorientation is so minor it would have very little effect unless being shot by multiply marines which would still leave marines vulnverable to the now balanced faster moving skulk encourage teamwork and adding move variety. Bullet stuns have been in very many games successfully. These ideas would add so much more to the game and require less balancing then even other ideas like catpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I really don't like any of those ideas except for the latch on bite, and even that I would want a "latch on" and not a "knock down". Knife, bite, and gore all used to have knockback force, but it was found that this severely weakened the kharaa ability to get the needed bites/gores in and were eventually all removed. Knockback bullets would have pretty much the same effect. Maybe you could get balance it by increasing the base speed as you said, but the skulk is all ready pretty darn fast, and I find being knocked back annoying whatever speed I am traveling at.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    <!--quoteo(post=1677832:date=May 6 2008, 06:03 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ May 6 2008, 06:03 AM) <a href="index.php?act=findpost&pid=1677832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Knife, bite, and gore all used to have knockback force, but it was found that this severely weakened the kharaa ability to get the needed bites/gores in and were eventually all removed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Completely different.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    That's true ^.

    Of course, I don't know about aliens being knocked back / held back by regular bullets, but if shot in the face with a shotgun, then maybe.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited May 2008
    <!--quoteo(post=1678030:date=May 8 2008, 12:24 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ May 8 2008, 12:24 AM) <a href="index.php?act=findpost&pid=1678030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's true ^.

    Of course, I don't know about aliens being knocked back / held back by regular bullets, but if shot in the face with a shotgun, then maybe.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's not enough momentum in a bullet to knock any of the aliens back...

    If the shotgun has enough momentum for that then you really couldn't be moving around with it.
    (and your shoulder would be dislocated more than likely; I mean what the heck are you talking about? a 6-gauge? lol)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Exactly how heavy do you think a skulk is?
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    <!--quoteo(post=1678979:date=May 20 2008, 07:51 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ May 20 2008, 07:51 AM) <a href="index.php?act=findpost&pid=1678979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exactly how heavy do you think a skulk is?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Size-weight predictions based on our world would not be too precise, since it's an alien race of unknown internal structure... but if gravity is more or less the same as on earth, than I would say that a skulk is rather light if it can walk on walls with only 4 spike-like legs. Lerks don't have to flap their wings too much to stay in the air so we could say they are rather light too.

    anyway... skulks have knock back in some of their death animations, so it not that wrong to say that a shotgun has the power to knock back a small alien

    (oh, and by the way - it's a computer game, ya know? if the game would be quantified and every concept made realistic we would end up playing sims)
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    <!--quoteo(post=1678982:date=May 20 2008, 03:10 AM:name=La Chupacabra)--><div class='quotetop'>QUOTE(La Chupacabra @ May 20 2008, 03:10 AM) <a href="index.php?act=findpost&pid=1678982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Size-weight predictions based on our world would not be too precise, since it's an alien race of unknown internal structure... but if gravity is more or less the same as on earth, than I would say that a skulk is rather light if it can walk on walls with only 4 spike-like legs. Lerks don't have to flap their wings too much to stay in the air so we could say they are rather light too.

    anyway... skulks have knock back in some of their death animations, so it not that wrong to say that a shotgun has the power to knock back a small alien

    (oh, and by the way - it's a computer game, ya know? if the game would be quantified and every concept made realistic we would end up playing sims)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Great analyisis but I though onos standing on other creatures heads without crushing them was a good enough indication of their low density. I once got out of the com chair to stretch when a cloak skulk was about to ambush. Well I though no one was around so I let one slip. Knocked that sucker all they back to the hive.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1677832:date=May 6 2008, 07:03 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ May 6 2008, 07:03 AM) <a href="index.php?act=findpost&pid=1677832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really don't like any of those ideas except for the latch on bite, and even that I would want a "latch on" and not a "knock down". Knife, bite, and gore all used to have knockback force, but it was found that this severely weakened the kharaa ability to get the needed bites/gores in and were eventually all removed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If anything I'd rather it "pull" than "push". I hate knockback, even as a marine. The only thing amusing about it was knocking marines off high places where they could fall to their deaths.

    <!--quoteo(post=1678989:date=May 20 2008, 07:04 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 20 2008, 07:04 AM) <a href="index.php?act=findpost&pid=1678989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great <strike>analyisis</strike> but I <strike>though</strike> onos standing on other creatures heads without crushing them was a good enough indication of their low density. I once got out of the com chair to stretch when a cloak skulk was about to ambush. Well I <strike>though</strike> no one was around so I let one slip. Knocked that sucker all <strike>they</strike> back to the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah... and there's a "pope powers" pluggin that allows admins to kickball-style punt other players around the map. What's your point? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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