New (mini)-Feature: Scuba Gear[message #312873]
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Sat, 08 December 2012 01:45
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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In order to improve the feasibility of attacks from the waterside (and to fulfill a certain bargain), you can now use scuba gear on your mercs.
Scuba gear consists of three items:
- a scuba mask (item 1629) that is worn in one of your face slots
- a diving bottle (item 1630) that is worn like a
LBE vest combat pack - and scuba fins (optional, but recommended) that are worn like armour pants
If you wear the first two items and are in deep water (the swimming animation is shown), you will now see a small animation over your mercs head:
This indicates that your merc is underwater and cannot be seen by the enemy. Thus the enemy wont react to your merc, until he gets to lower water, where he will be seen. However, if your merc is seen in low water, retreating to deeper water will NOT make the enemy forget you, so no exploit there.
I strongly recommend using the scuba fins, as they reduce the AP/BP cost for swimming by half. However, on land they double the movement cost, so don't forget to remove them on land.
Why the crude fish symbol and no proper animation? I don't do animations, period. If you want one, make one :armsfolded: :innocent:
Same goes for item pictures, they are placeholder pictures at the moment... altough I should get proper ones very soon...
This is in r5718 and higher and requires GameDir r1572 or higher.
As this adds 3 new item flags, here's what we currently have in that regard:
#define EMPTY_SANDBAG 0x00000001 //1
#define FULL_SANDBAG 0x00000002 //2
#define SHOVEL 0x00000004 //4 // a shovel is used for filling sandbags and other building-related tasks
#define CONCERTINA 0x00000008 //8
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo
#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit
#define ATTENTION_ITEM 0x00001000 //4096 // this item is 'interesting' to the AI. Dumb soldiers may try to pick it up
#define GAROTTE 0x00002000 //8192 // this item is a garotte
#define COVERT 0x00004000 //16384 // if LBE, any gun inside will be covert. On a gun, it will be covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE 0x00008000 //32768 // a dead body
#define SKIN_BLOODCAT 0x00010000 //65536 // retrieve this by skinning (=decapitating) a bloodcat
#define NO_METAL_DETECTION 0x00020000 //131072 // a planted bomb with this flag can NOT be detected via metal detector. Use sparingly!
#define JUMP_GRENADE 0x00040000 //262144 // add +25 heigth to explosion, used for bouncing grenades and jumping mines
#define HANDCUFFS 0x00080000 //524288 // item can be used to capture soldiers
#define TASER 0x00100000 //1048576 // item is a taser, melee hits with this will drain breath (if batteries are supplied)
#define SCUBA_BOTTLE 0x00200000 //2097152 // item is a scuba gear air bottle
#define SCUBA_MASK 0x00400000 //4194304 // item is a scuba gear breathing mask
#define SCUBA_FINS 0x00800000 //8388608 // this item speed up swimming, but slows walking and running
Go fishing!
[Updated on: Sat, 08 December 2012 19:52] by Moderator Report message to a moderator
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Re: New (mini)-Feature: Scuba Gear[message #312882]
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Sat, 08 December 2012 12:28
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Randok |
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Messages:323
Registered:March 2004 |
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Super!
I always saw this feature ( underwater ) in my vision of the new mod.
I've seen it so:
1) swimming as another skill SWM ( as AGI, DEX, STR....).
2) swimming ( no scuba mask,bottle, fins ) shorter distance-less squares, fast losing energy,need more action points.
3) swimming ( with scuba masc, bottle, fins ). long distance- more squares,slower losing energy, less action points.
4) the impact of swimming skills to the maximum weight that can carry a mercenary:
100% ( skill swimming ) gives 40% weight
90% -> 40%-10%= 30% weight
65% and less -> 5%
5) object (a special vest or something to the main hand) that allows to take the extra weight of +10%
BTW I'm still waiting for the historic day when will be done new 2 additional levels.Will now be able to add new skills to climb (CLM or CLB)
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Master Sergeant
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Re: New (mini)-Feature: Scuba Gear[message #312928]
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Mon, 10 December 2012 03:44
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winehouse |
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Messages:84
Registered:October 2012 |
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This is semi related.
There is a ton of water related animations over on the Russian A.I.M. forums.
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Corporal 1st Class
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Re: New (mini)-Feature: Scuba Gear[message #313182]
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Sun, 16 December 2012 17:40
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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The issue with the AP costs not showing correctly is known (this also sometimes happens on other actions, like whenn using crowbars). Nevertheless, the correct APs are deducted here, its jsut a wrong display, I'll look into it.
That animation is better than my stuff. I however do not know how to correctly add bodytype animations to the game... if you would publish them, I'd ask Sandro or Kazuya to add them, as they know best.
Scuba Gear could simply lower the amount of breathpoints needed (like by 50%?), I'll see to it.
@Sam Hotte: note that the air bottle does not 'last'. There is no amount of air we use. Scuba Gear simply hides your mercs from being seen in deep water, they still swim as usually. I didn't incorporate an air consumption system, as this seems unnecessary complicated to me, and we have no way to display a merc's air reserves.
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Re: New (mini)-Feature: Scuba Gear[message #349299 is a reply to message #349293]
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Fri, 17 March 2017 21:33
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Not explicity, but effectively. The scuba mask is required to be worn in a face slot, the fins are optional in the leg slot - both alse exist in old inventory. The bottle, however, has to be worn in the CPACKPOCKPOS position, which I assume is not even accessible in OIV.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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