Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New (mini)-Feature: Scuba Gear
New (mini)-Feature: Scuba Gear[message #312873] Sat, 08 December 2012 01:45 Go to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
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:
http://i45.tinypic.com/2dbko3k.jpg

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



Re: New (mini)-Feature: Scuba Gear[message #312874] Sat, 08 December 2012 02:11 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Hello,

Flugente
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
  • and scuba fins (optional, but recommended) that are worn like armour pants

[...]

Same goes for item pictures, they are placeholder pictures at the moment... altough I should get proper ones very soon...


I think it was the Russian forum member GEM who already built some water suit items. At least it contains the scuba fins of your list. Maybe you can/want to make use of (some of) his work for your new scuba-gear feature.

http://www.file-upload.net/download-6900841/Water_suit_by_GEM.zip.html


Best regards; Schein


Re: New (mini)-Feature: Scuba Gear[message #312877] Sat, 08 December 2012 02:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Beach Resort facility - we're coming ... ! Smile

Maybe it would make more sense to have the bottle being a backpack (and perhaps being incompatible with combat/hip packs)?
Re: New (mini)-Feature: Scuba Gear[message #312879] Sat, 08 December 2012 06:08 Go to previous messageGo to next message
Clarkew

 
Messages:80
Registered:May 2011
Location: East Texas, USA
Awesome! been waiting for this a long time!
Re: New (mini)-Feature: Scuba Gear[message #312880] Sat, 08 December 2012 11:59 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
As promised, I will do the pics within next couple days.

I suggest changing the airtank to use combat pack slot, though.

Are the item properties using item flags?


Re: New (mini)-Feature: Scuba Gear[message #312882] Sat, 08 December 2012 12:28 Go to previous messageGo to next message
Randok

 
Messages:302
Registered:March 2004
Location: Poland
Super! Smile
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) Smile
Re: New (mini)-Feature: Scuba Gear[message #312883] Sat, 08 December 2012 13:22 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Who's gonna be first to stalk Jaws ?

Animators , 1 shark required , oh , and an octopus oh yes !

Jagged Alliance...... Terror From The Deep ! Razz

Seriously , this , along with the rubber raft , could make a great few maps .... water needed , of course Very Happy


Re: New (mini)-Feature: Scuba Gear[message #312887] Sat, 08 December 2012 16:01 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
lockie


Seriously , this , along with the rubber raft , could make a great few maps .... water needed , of course Very Happy


All in the works... what do you think whose idea it was to convince Flugente to code this (in exchange for item pics...)? Wink


Re: New (mini)-Feature: Scuba Gear[message #312891] Sat, 08 December 2012 18:13 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
Hah, this is great! I remember jumping up and down, trying to make people interested in a Navy Seal-type class back when STOMP was first created, but people were like "Nooo, we don't need no stinkin' divers," "You suck," "Water is just an annoyance anyway." I always felt that was the precise reason divers and the like would be a great addition. With the correct class (Tools in this case) the annoying water, normally just a hindrance, could suddenly be used as weapon of your own.
Re: New (mini)-Feature: Scuba Gear[message #312894] Sat, 08 December 2012 19:53 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
As of r5719 and GameDir r1573, the bottle is now worn like a combat pack instead of a vest.

@smeag: look at first post for current ItemFlags.


Re: New (mini)-Feature: Scuba Gear[message #312925] Mon, 10 December 2012 00:29 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
An animation for this shouldn't be hard to make - just the tube above the water, and a small furrow behind it when it moves.
I may try to make it.


Re: New (mini)-Feature: Scuba Gear[message #312928] Mon, 10 December 2012 03:44 Go to previous messageGo to next message
winehouse

 
Messages:91
Registered:October 2012
This is semi related.

There is a ton of water related animations over on the Russian A.I.M. forums.
Re: New (mini)-Feature: Scuba Gear[message #312993] Wed, 12 December 2012 18:59 Go to previous messageGo to next message
vota dc

 
Messages:53
Registered:August 2006
There is little water in game, but seems a cute feature.

How can I add it in the game? No idea what is r5718 and where I can get it.
Re: New (mini)-Feature: Scuba Gear[message #312994] Wed, 12 December 2012 19:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Maybe not in the Arulco you know, but that's not the only map set out there.
As for where to get, just follow my signature.


Re: New (mini)-Feature: Scuba Gear[message #313097] Sat, 15 December 2012 15:15 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Can't see any difference between wearing scuba fins and not wearing them in water and on land. Movement costs seem to be the same.


Re: New (mini)-Feature: Scuba Gear[message #313142] Sun, 16 December 2012 13:24 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
I made a (very simple) animation that could be used for diving.

I recolored the selection triangles used in the map editor to blue.

http://img145.imageshack.us/img145/8022/divinganimation.gif

The triangles are of course centered (just my sloppy copy&pasting the single frames into one pic).

The diving merc could be completely replaced with that simple animation. It's quite visible without being too extremely bright.


Re: New (mini)-Feature: Scuba Gear[message #313144] Sun, 16 December 2012 13:26 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Bubbles .... like it Smile


Re: New (mini)-Feature: Scuba Gear[message #313145] Sun, 16 December 2012 13:42 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
One other problem I discovered while testing scuba gear is, that the mercs lose breathpoints very quickly. A dive over something like 40 tiles eats away 20-30 breathpoints. I think with a complete scuba gear (mask, airtank and fins) this could maybe be cut to 10-15, perhaps based on some merc stats like health (idea being healthier mercs need fewer breathpoints).


Re: New (mini)-Feature: Scuba Gear[message #313168] Sun, 16 December 2012 17:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Maybe STOMP 2.0 can have an according trait "combat diver" or similar. Granting less AP usage in Water (with and without scuba gear), less breath reduction with scuba gear, the air bottle might last longer. And perhaps some boni to fighting with dart gun etc. (and harpoon* if we got one)

*Sounds like an AIMNAS weapon request to me ... Wink
Re: New (mini)-Feature: Scuba Gear[message #313182] Sun, 16 December 2012 17:40 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
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.


Re: New (mini)-Feature: Scuba Gear[message #313187] Sun, 16 December 2012 18:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
I'm perfectly fine with such a simplification.
But if you wanted to implement something like it: Could you not just make the air bottle "consumable" like a batterie and if it goes empty while still in deep water, the diver is forced to emerge, i.e. the scuba does no longer work?
No need IMVHO to invent a complete airsystem with holding breath, slowly drwoning and so on. Smile
Re: New (mini)-Feature: Scuba Gear[message #313189] Sun, 16 December 2012 18:09 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Standard JA2 batteries are generally bad for such a system, as they only allow 100 different steps. I'd use, once again, the temperature system for that. Can be done, just not high priority... for the sake of simplicity I would not allow refilling of bottles though Smile


Re: New (mini)-Feature: Scuba Gear[message #349293 is a reply to message #313189] Fri, 17 March 2017 13:23 Go to previous messageGo to next message
Hawkeye

 
Messages:1680
Registered:October 2005
Location: Australia
Hey Flugente, I take it this feature is only available using the New Inventory system?


Re: New (mini)-Feature: Scuba Gear[message #349299 is a reply to message #349293] Fri, 17 March 2017 21:33 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: New (mini)-Feature: Scuba Gear[message #349303 is a reply to message #349299] Sat, 18 March 2017 12:24 Go to previous message
Hawkeye

 
Messages:1680
Registered:October 2005
Location: Australia
Darn, figured as much with the oxygen bottle.


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