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How To Code Melee


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#1 Ialdabaoth

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Posted 05 March 2015 - 05:41 AM

So, lots of people want melee combat. Fortunately, it should be perfectly doable with the current engine. All that's needed are:

- a short-range hitscan weapon, which the Machine Gun already proves we can do
- an arm-only animation activated on firing, which the King Crab's claws already prove we can do.

So, you just need the following:

- Battlemechs with lower arms + hand actuators have a 'punch' animation, similar in principle to the claw/missile bay door animations.

- Hand actuators actually count as "weapons", and can be added to weapon groups as normal.

- When a hand actuator "fires", it activates the animation, and performs a hitscan off of that arm with a range of 3 meters (light) / 5 meters (medium) / 6 meters (heavy) / 7 meters (assault). A hand actuator deals damage equal to (mech mass / 10), so a 30 ton mech would do 3 points of damage per arm.

- With this coded, the Hatchetman can finally be included, with a 3-ton hatchet and special quirk that causes its right arm punch to deal double damage.

What do you think, sirs?

(Also, if you need help coding, I do happen to have experience, motivation, and copious free time)

#2 Jinn of 23

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Posted 05 March 2015 - 07:01 AM

Do it Do it Do it Do it. Melle in this game would be a fundamental change for the better and would be worth the time invested into it.

#3 Tarogato

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Posted 05 March 2015 - 07:44 AM

Oooh, more brainstorming!

If the hitscan returns at 1m, it calls for a "close range" animation
If the hitscan returns at 2m, it calls for a "medium range" animation
If the hitscan returns at 3m, it calls for a "long range" animation
(1m, 2m, 3m... these numbers are arbitrary)

Each of the three animations can be different to reflect the distance of the strike and add variety.

The fist/blade counts as a very slow projectile, so it can actually "swing" and miss entirely. If it does make contact with a hitbox at some point, it sends back a "Hit!" and the animation is cancelled at that point and the retracting animation begins.

... too bad that's all a lot of animating work. Probably way too much. =/

#4 Kalimaster

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Posted 05 March 2015 - 11:09 AM

I must admit, I like the idea. It would give something a little extra to some Mechs, but not all, giving us more combat options.

#5 Ialdabaoth

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Posted 07 March 2015 - 01:34 AM

As of 3055, there are a total of five melee-specialist Battlemech chassis:

the Hatchetman (3025, 45 tons, hatchet, 5 variants)
the Nightsky (3055, 50 tons, hatchet, 3 variants)
the Axman (3050, 65 tons, hatchet, 3 variants)
the Ti-Tsang (3050, 60 tons, hatchet, 3 variants)
the Berserker (3055, 100 tons, hatchet, 3 variants)

There is also the the Hatamoto-Ryu Hero version of the Charger mech (3055, 80 tons, sword)

So there's plenty of options

#6 Uthael

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Posted 07 March 2015 - 02:52 PM

Not to mention the triple strength myomers are available since 3049! (Anyone knows about Rumble from League of Legends? #hint-hint...)

Once I spend all my ammo in a CPLT-C4 (and still have my ears), I just want to do a big torso twist to do some damage with those big racks. Especially if it would end up "an arm for an arm"! If I managed to lose them, I would get the benefit of being able to walk trough that broken plane in Frozen City -.-

Edited by Uthael, 07 March 2015 - 02:53 PM.






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