Author Topic: Flashbangs??  (Read 2883 times)

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Offline AntiHero

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Flashbangs??
« on: May 03, 2009, 07:17:59 pm »
Why wasnt flash bangs inserted into soldat later on 1.3.1???
http://www.youtube.com/watch?v=dXULpWwNctc&feature=related
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Offline The Epic Guy

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Re: Flashbangs??
« Reply #1 on: May 03, 2009, 07:29:53 pm »
Way overpowered maybe?

Would make a great bonus kit though.

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Offline gedazz

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Re: Flashbangs??
« Reply #2 on: May 04, 2009, 04:30:35 am »
I think Soldat is not as tactical as for example Call of Duty or any other FPS with flashbangs. Also, it really slows the game down. However, this could work on R/S.

Offline STM1993

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Re: Flashbangs??
« Reply #3 on: May 04, 2009, 04:37:48 am »
It kinda screws up the game and makes it way too complex.

Offline jrgp

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Re: Flashbangs??
« Reply #4 on: May 04, 2009, 06:48:31 am »
I'm pretty sure you can mod the grenade gfx to make something like this already.
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Offline Gnoblar

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Re: Flashbangs??
« Reply #5 on: May 04, 2009, 08:35:35 am »
I'm pretty sure you can mod the grenade gfx to make something like this already.

I was going to make a SWAT mid with this feature. It would be cool.

Offline echo_trail

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Re: Flashbangs??
« Reply #6 on: May 04, 2009, 09:02:15 am »
I'm pretty sure you can mod the grenade gfx to make something like this already.
Yeah, but it's kinda sucky when you're the only one seing the flash. I always thought this was an awesome idea, and I don't get why it was never implemented.
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Offline AntiHero

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Re: Flashbangs??
« Reply #7 on: May 04, 2009, 03:39:13 pm »
Well true it would eff up soldat but how about putting at least smoke grenades that make small smoke air that cant be seeable threw
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Offline tehsnipah

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Re: Flashbangs??
« Reply #8 on: May 04, 2009, 03:46:44 pm »
It actually looks really cool. Although if the flashbang is a bit shortened, it would be perfect.
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Offline excruciator

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Re: Flashbangs??
« Reply #9 on: May 04, 2009, 06:08:15 pm »
How does this work, does everyone get flashed no matter what?
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Offline Thinkto urself

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Re: Flashbangs??
« Reply #10 on: May 04, 2009, 06:43:48 pm »
This would bring a whole new wave of complaints about how cheap it is and even if it's put in as an option, probably very few servers would use it because of how many people would complain about it.

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Offline The Epic Guy

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Re: Flashbangs??
« Reply #11 on: May 04, 2009, 08:37:50 pm »
After a few flashbangs.


Offline echo_trail

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Re: Flashbangs??
« Reply #12 on: May 05, 2009, 12:35:31 am »
How does this work, does everyone get flashed no matter what?

There would probably be some kinda realistic mode implementation done to to normal mode, where the flash would only show if it was actually in your field of vision.
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Offline chutem

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Re: Flashbangs??
« Reply #13 on: May 05, 2009, 01:12:05 am »
How does this work, does everyone get flashed no matter what?
Opacity and duration of the flash would change depending on how far from the flash bang u are and whether you can see it (any poly's blocking the way)
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Offline Gnoblar

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Re: Flashbangs??
« Reply #14 on: May 05, 2009, 04:38:06 am »
It wouldn't work at all. Would you have to be facing the 'nade to receive the flash? If you didn't get affected at all, it would be dumb as you could lob a few in, take the flag and run back. How long would the flash last? Soldat is fast paced, and it may slow it down.

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Offline ~Niko~

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Re: Flashbangs??
« Reply #15 on: May 05, 2009, 08:03:37 am »
I bet someone can script that... I'll make a test...
« Last Edit: May 05, 2009, 08:11:11 am by ~Niko~ »

Offline Rook_PL

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Re: Flashbangs??
« Reply #16 on: May 05, 2009, 08:15:07 am »
I bet this will be available in Link-Dead, where lightning effects will be used. For Soldat, F11

Offline excruciator

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Re: Flashbangs??
« Reply #17 on: May 05, 2009, 08:35:08 am »
How does this work, does everyone get flashed no matter what?

There would probably be some kinda realistic mode implementation done to to normal mode, where the flash would only show if it was actually in your field of vision.

So everyone get flashed since everything on your screen is in the field of vision.
That's kinda useless
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Offline STM1993

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Re: Flashbangs??
« Reply #18 on: May 05, 2009, 08:37:46 am »
So everyone get flashed since everything on your screen is in the field of vision.
That's kinda useless
He meant your character's field of vision, like in Realistic.

In Realistic, we can only see what the Soldaten sees, but in Normal we can see everything. However, the flash will work in such a way that, if the Soldaten could have seen the flash if it were realistic mode, he would be flashed, otherwise he would not.

I don't support flashbangs. They're among the most annoying things in any shooter game and I think it'd slow down the pace of the game. In addition, it destroys the simplicity and nostalgic feel of Soldat.
« Last Edit: May 05, 2009, 08:39:20 am by STM1993 »

Offline ~Niko~

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Re: Flashbangs??
« Reply #19 on: May 05, 2009, 09:16:36 am »
I could do something... It's based on Mr's UT blood script, i took the idea from it. All the code is of mine but DrawText.

Code snippet:
Code: [Select]
[...]

//Shame it has to be shown to everybody in the map...
procedure OnPlayerSpeak(ID: Byte; Text: string);
begin
if Text = '!flash' then begin
DrawText(0,'||',110,RGB(255,255,255),40,-2500,-500);
end;
end;

[...]

You can test it in the next few hours.. I'll keep my homeserver running so you can check it out.

83.38.26.255:23073   //Server uses 1.5 version!
« Last Edit: May 05, 2009, 11:04:45 am by ~Niko~ »

Offline echo_trail

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Re: Flashbangs??
« Reply #20 on: May 05, 2009, 10:16:36 am »
Any chance you can set your server up with flashbangs again? Didn't get a chance to try it out..
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Re: Flashbangs??
« Reply #21 on: May 05, 2009, 10:21:49 am »
I think this is scriptable, and I mean the whole thing! The script should include something like that you hit the button "G" to change grenades to flashbangs (gfx doesn´t change) which make bigsmokes of a certain number and of a certain time, but that would be probably overpowered / you have only one of these.

F12 to a script like that, F11 to include it in Soldat

Offline ~Niko~

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Re: Flashbangs??
« Reply #22 on: May 05, 2009, 10:25:45 am »
Since I don't know that much of scripting, because i'm only a newb, that's all I can do. Plus I don't really like the idea.

Anyways I'll try to keep the server online now, though I'm testing some scripts and I have to shutdown/open it again over and over to know where I'm mistaken...

Offline Kerrazyeye

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Re: Flashbangs??
« Reply #23 on: May 05, 2009, 10:42:14 am »
I had a dream last night, that somebody flashbanged me in soldat. I did not like this dream.

Offline ~Niko~

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Re: Flashbangs??
« Reply #24 on: May 05, 2009, 10:51:21 am »
EDIT:NOW it uses 1.5 version
« Last Edit: May 05, 2009, 11:05:13 am by ~Niko~ »

Offline echo_trail

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Re: Flashbangs??
« Reply #25 on: May 05, 2009, 01:30:17 pm »
Sweet, I'll check in later tonight.
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Offline L[0ne]R

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Re: Flashbangs??
« Reply #26 on: May 05, 2009, 02:43:23 pm »
Would be a nice addition as a bonus.
Most of the stuff we currently have is used to deal direct damage to the enemy, except for pred and vest. Flashbang would add some variety to the arsenal, since it doesnt hurt enemies, but puts them into disadvantage instead.
Im sure that it won't screw up balance too much, as long as the flash duration and respawn time are within reasonable limits. Besides, you'll be amazed what experienced players can do even when blinded. A few times i even managed to cap a flag and kill a few guys after accidentally pulling out the cord from my monitor. :D
« Last Edit: May 05, 2009, 02:45:14 pm by L[0ne]R »

Offline AntiHero

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Re: Flashbangs??
« Reply #27 on: May 05, 2009, 03:44:28 pm »
Soo it was a good thing that flashbangs where not introduced to soldat :D but what about smoke grenades?
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Offline ~Niko~

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Re: Flashbangs??
« Reply #28 on: May 05, 2009, 04:40:25 pm »
so you guys could test it out. Smoke grenades... wouldn't be good enough since they don't hurt the enemy and can't difficult see too much. Plus if there's some smoke I'd directly shot there without making sure there's something. Just in case of campers.

Offline The Epic Guy

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Re: Flashbangs??
« Reply #29 on: May 05, 2009, 04:41:48 pm »
Also with smoke nades, people can just make the graphic transparent, which defeats the point of having them.

Offline ~Niko~

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Re: Flashbangs??
« Reply #30 on: May 05, 2009, 04:46:58 pm »
Useless then. Just keep dreaming with it or use my script to have an erection.

Offline AntiHero

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Re: Flashbangs??
« Reply #31 on: May 05, 2009, 04:51:57 pm »
Useless then. Just keep dreaming with it or use my script to have an erection.

O_o lol you put smoke grenades in your server?
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Offline ~Niko~

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Re: Flashbangs??
« Reply #32 on: May 05, 2009, 04:54:53 pm »
Edit grenade gfx. Though the smoke would last there for a second because the framespeed would be the same than grenade's.

Or can you add more frames?

Offline Ketchup

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Re: Flashbangs??
« Reply #33 on: May 05, 2009, 09:40:25 pm »
No to Flash bangs or Smoke Grenades. I do not appreciate a growing community of complaints.
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Offline EnEsCe

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Re: Flashbangs??
« Reply #34 on: May 06, 2009, 10:28:55 am »
The ActionSnap code is pretty much copy pasta from my original Flashbang code in C++.
Just a fun fact I thought I'd throw out there >_>

I still like the idea of Flashbangs; mostly because I like Flashbangs in general. If this would ever be possible in Soldat, I would make it possible via Scripting. or something.

Offline PaFel

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Re: Flashbangs??
« Reply #35 on: May 06, 2009, 02:57:53 pm »
It would be even easier with one simple mod:

Make quite big white circle and save it as explosion-gfx. It would be in front (tested) but only one proble is that it'd be displayed down-right from the explosion. I still think that bigger gfx in Soldat should be displayed 'centred'.

Offline L[0ne]R

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Re: Flashbangs??
« Reply #36 on: May 06, 2009, 04:32:04 pm »
It would be even easier with one simple mod:

Make quite big white circle and save it as explosion-gfx. It would be in front (tested) but only one proble is that it'd be displayed down-right from the explosion. I still think that bigger gfx in Soldat should be displayed 'centred'.
1. This would be easy to cheat around - simply editing explosion-gfx will get rid of the flash.
2. You will have to switch mods every time you're switching from normal servers to servers with flashbangs.
3. The explosion duration might be too short.
4. AFAIK, there is a way to make a flash with scripts. Like the !start comand in hide'n'seek servers, which fades soldat screen to black for the seeker for a certain amount of time (and without having any graphics added or changed).
« Last Edit: May 06, 2009, 04:38:14 pm by L[0ne]R »

Offline chutem

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Re: Flashbangs??
« Reply #37 on: May 07, 2009, 12:51:40 am »
Niko i edited your code to include dynamic flash duration depending on raycast and distance.

Untested, but hopefully works

Code: [Select]
const
MAX_DIST = 100; //maximum distance for flashbang to 'get' someone
MAX_DURATION = 300; //maximum duration for flashbang to last in ticks (60 ticks = 1 second)

procedure OnPlayerSpeak(ID: Byte; Text: string);
var
i,j: integer;

begin
if Text = '!flash' then begin
for i:= 1 to 32 do begin
if rayCast(GetPlayerStat(ID,'X'), GetPlayerStat(ID,'Y'), GetPlayerStat(i,'X'), GetPlayerStat(i,'Y'), dist, MAX_DIST) then begin
j:= Distance(GetPlayerStat(ID,'X'), GetPlayerStat(ID,'Y'), GetPlayerStat(i,'X'), GetPlayerStat(i,'Y'));
j:= 1 - (j/MAX_DIST);
DrawText(i,'||',j * MAX_DURATION,RGB(255,255,255),40,-2500,-500);
end;
end;
end;
end;
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Offline ~Niko~

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Re: Flashbangs??
« Reply #38 on: May 07, 2009, 08:48:10 am »
Doesn't works... unknown identifier "dist" on 19:111. Fix it if you want.
« Last Edit: May 07, 2009, 08:53:58 am by ~Niko~ »

Offline chutem

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Re: Flashbangs??
« Reply #39 on: May 08, 2009, 12:29:16 am »

Code: [Select]
const
MAX_DIST = 100; //maximum distance for flashbang to 'get' someone
MAX_DURATION = 300; //maximum duration for flashbang to last in ticks (60 ticks = 1 second)

procedure OnPlayerSpeak(ID: Byte; Text: string);
var
i,j,dist: integer;

begin
if Text = '!flash' then begin
for i:= 1 to 32 do begin
if rayCast(GetPlayerStat(ID,'X'), GetPlayerStat(ID,'Y'), GetPlayerStat(i,'X'), GetPlayerStat(i,'Y'), dist, MAX_DIST) then begin
j:= Distance(GetPlayerStat(ID,'X'), GetPlayerStat(ID,'Y'), GetPlayerStat(i,'X'), GetPlayerStat(i,'Y'));
j:= 1 - (j/MAX_DIST);
DrawText(i,'||',j * MAX_DURATION,RGB(255,255,255),40,-2500,-500);
end;
end;
end;
end;
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