Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: drag people & corpses
New Feature: drag people & corpses[message #350989] Sun, 17 September 2017 00:16 Go to next message
Flugente

 
Messages:3218
Registered:April 2009
Location: Germany
Once a merc has no APs left, they cannot move. This can lead to situations where, well, mercs die, even if allies are around, because they cannot help them.

Now they can.


This is simple. If a merc is crouched and the main hand is free, they can grab a prone person (even hostile) or corpse next to them (press $ to get the selection menu). If they then move, whomever they drag moves along. Their AP cost for movement is increased according to
; AP costs for movement are multiplied by this if we drag someone.
; Valid values are from 1.0 to 10.0 .
; Default is 1.5
DRAG_MOVEMENT_APCOST_MODIFIER		= 1.5

in Item_Settings.ini. As I am not good with graphics, the fact that a merc currently drags someone is now marked with the runs of chaos undivided on the merc's face (see Fidel's portrait in the above video).

  • I am fully aware that the grapics aren't exactly to write home about, but hey. Would be weird otherwise.
  • While it would be slightly more reasonable (and useful) if the dragged person would look away from the dragging merc, this causes issues, as then the prone person's legs would be in the same location as the merc, so I don't do that.
  • After careful consideration, I've decided that only the main hand needs to be free (unlike in the above video). This will make this a bit more userfriendly. No more need to send me images from your favourite gung-ho movie about how people drag around fully equipped soldiers with one hand while suppressing full auto with an M4 in their other hand.
  • I've fiddled around with movement a bit more, corpses now move a little bit smoother compared to the video.
  • As the overwhelming majority of the feedback called for the weight of the dragged person to be taken into account, it now is taken into account during breath point calculation. We add the other guy's inventory weight, and the estimated weight of the person (or corpse) to our weight. The estimated weight depends on bodytypes and was hardcoded by me, which will stay that way.

    And no, dragging somone a few meters doesn't suddenly drop breath to a half. You people have no issues stuffing a merc with 2 ARs, dozen grenades, mortars and body armour and expecting them to jump around, so don't suddently complain about non-realistic behaviour angry

This feature has been added in r8474 & GameDir r2386.
This is fully savegame compatible.
Using the new exe without the new GameDir will cost you dearly.

[Updated on: Mon, 18 September 2017 01:28]




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 Feature: drag people & corpses[message #350991 is a reply to message #350989] Sun, 17 September 2017 03:37 Go to previous messageGo to next message
BattleGnome

 
Messages:60
Registered:April 2016
Very sneaky! Now my medics have a chance to heal a downed merc who was flanked or caught in the open without the medic having to be sent on a suicide mission; they can just drag the downed merc into cover first.

As to the action point cost: would it perhaps make more sense for the cost to be dynamic based on the strength of the crouched merc realative to the weight being carried by the prone / unconscious merc? A merc should not be able to move another merc carrying 100kg of gear as easily as they could move a merc carrying no gear at all. Maybe this could be done by counting the weight of the prone merc as part of the couched mercs weight and letting it affect their AP the same way it would if the crouched merc was carrying all that gear themself.
Re: New Feature: drag people & corpses[message #351001 is a reply to message #350991] Sun, 17 September 2017 15:42 Go to previous messageGo to next message
Someone64

 
Messages:40
Registered:May 2015
Location: Philippines
Wouldn't this lead to funny situations where a viable tactic is to have a prone sniper with a very slow sniper rifle be dragged around by another merc so he can use his APs for firing instead of moving in and out of cover?
Re: New Feature: drag people & corpses[message #351006 is a reply to message #351001] Sun, 17 September 2017 23:04 Go to previous messageGo to next message
Panzer

 
Messages:82
Registered:February 2016
Location: Altis, Sometimes Tanoa
He makes a good point.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: New Feature: drag people & corpses[message #351008 is a reply to message #351006] Mon, 18 September 2017 01:33 Go to previous messageGo to next message
Flugente

 
Messages:3218
Registered:April 2009
Location: Germany
As SVN is back up, this feature has been added in r8474 & GameDir r2386.
This is fully savegame compatible.
Using the new exe without the new GameDir will cost you dearly.

  • I am fully aware that the grapics aren't exactly to write home about, but hey. Would be weird otherwise.
  • While it would be slightly more reasonable (and useful) if the dragged person would look away from the dragging merc, this causes issues, as then the prone person's legs would be in the same location as the merc, so I don't do that.
  • After careful consideration, I've decided that only the main hand needs to be free (unlike in the above video). This will make this a bit more userfriendly. No more need to send me images from your favourite gung-ho movie about how people drag around fully equipped soldiers with one hand while suppressing full auto with an M4 in their other hand.
  • I've fiddled around with movement a bit more, corpses now move a little bit smoother compared to the video.
  • As the overwhelming majority of the feedback called for the weight of the dragged person to be taken into account, it now is taken into account during breath point calculation. We add the other guy's inventory weight, and the estimated weight of the person (or corpse) to our weight. The estimated weight depends on bodytypes and was hardcoded by me, which will stay that way.

    And no, dragging somone a few meters doesn't suddenly drop breath to a half. You people have no issues stuffing a merc with 2 ARs, dozen grenades, mortars and body armour and expecting them to jump around, so don't suddently complain about non-realistic behaviour angry
AP cost does not depend on weight, breath does, which is what happens now. AP cost can already be set higher by DRAG_MOVEMENT_APCOST_MODIFIER.

Yes, one can drag around a sniper. Note that if you want to get the sniper in firing position, the merc doing the dragging will have to move in front of them, which will put them into the firing line. The 'dragger' also now has way fewer APs, so he likely cannot shoot himself, which seems like somewhat of a compromise.
Yes, you could create a situation where cheap mercs effectively shuttle a sniper around, but... what's the point, really?



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 Feature: drag people & corpses[message #351014 is a reply to message #351008] Mon, 18 September 2017 11:28 Go to previous message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Awesome feature again - nice!
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