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You can all go to hell. I mean it most sincerely.

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Phenixtri
Phenixtri

Dude even for WIP this is boss 0_0

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TheZealot
TheZealot

This is so ******* awesome, I've always wanted to see a green fire effect for the immolator. So you found a way to have him continuously fire his immolator? WHAT'S THE SECRET?

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Cvoxalury Author
Cvoxalury

There's a bit of a hack involved actually… well, not a hack for making it shoot or emit the fire effect, a hack about dealing the damage.

There actually only a few improvements I had to do: to fix the attachment name argument in StartParticleEffect function (the one for CNPC_Cremator::RunTask), there were arguments like: StartParticleEffect("flamethrower", PATTACH_FOLLOW, this, "0") and I only had to change "0" to "muzzle" (didn't work otherwise), and then include stuff like

void CNPC_Cremator::OnChangeActivity(eNewActivity)
{
if(eNewActivity == ACT_WALK || ATC_RUN)
{
StopParticleEffects( this);
StopSound( "Weapon_Immolator.Single" );
EmitSound( "Weapon_Immolator.Stop" );
}
}

and similarly on if(IsActivityFinished)
This way when a target gets away and C. starts chasing it, a C. will have the particle effect turned off. Similar when a C. simply ends its animation cycle.

The whole suff is working on AE's, animation events. So it is made that 1 animation frame triggers all the stuff with damage and particles, and the last one calls it all off.

The thing to do is to add AoE effect, 'cause currently it's a point tracer. The other thing I forgot to mention in the description is that rather unsatisfying detail: when a C. is attacking an enemy, the particle effect goes through enemy's body, but the damage tracer does not. So if I label a cremator as C, zombie as Z and the player standing behind it as P, we get:
- for particle effect
C<<<<Z<P
- for damage tracer
C----Z P
And that's… inelegant.

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psilocibinum
psilocibinum

Тут насчет исправления кодинга крематора ?

Можно на русский перевести плизз ?

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Cvoxalury Author
Cvoxalury

Здесь говорится о достаточно топорном способе обеспечения крематора постоянным уроном. Суть в том, что урон сделан через анимэвенты (примерно так же, как к кадрам анимации привязываются различные звуки, или вспышки выстрелов) — в анимации атаки (firebreathing) через каждые 4 кадра идет вызов функции нанесения урона, партикловый эффект привязан к началу анимации (единожды), кроме того, чтобы избавить крематора от бага, когда цель от него отдаляется, он начинает идти и остается работать партикл огнемета, введена функция OnChangeActivity(eNewActivity) — когда крематаор переходит на шаг или бег (что для него одно и то же), движок отрубает эффекты и прекращает атаку.

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95Navigator
95Navigator

This is so amazing to watch! However, why are zombies the priority targets? Shouldnt be the Citizens themselves? Their purpose is to clean the streets of City 17, and Im sure they would deal with very few Zombies, if any.

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Cvoxalury Author
Cvoxalury

Two reasons for it. The first one is… well, why not. They are awful, they burn well, and I plan cremators for Ravenholm as well. I also doubt that they should harass citizens just like that. How I see it is that's rather, like, cremators have their «work hours» and work zones, and usually citizens don't run into them, but if you aren't careful enough, you'll get it in a dark alley.

The other thing is… if zombies aren't priority, they just tend to get close and slash slash slash a poor cremator. ) So I made mister C turn its attention to zombies and eliminate them first.

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TheZealot
TheZealot

Cremators in Ravenholm? Huh, I'm looking forward to seeing what you do with that.

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Cvoxalury Author
Cvoxalury

And if anyone wonders what is the round thing on the video and why the hell fire ricochets off it with sparks, well it's just a player-friendly rollermine, but not a regular one, the rollerwand one. Rollerwand as a «weapon» serves to navigate such a mine, mostly a test thing. About ricochets though, it's just a material-sound system messing up a bit, wouldn't matter.

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scart-
scart-

Seems your texture is corrupt for the rollermine.

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Cvoxalury Author
Cvoxalury

Apparently so. Should it really bother me at the moment?

I think I made a new texture (or, I am rather sure of it, not sure if applied though), but it seems I lost it somewhere.

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Boonie
Boonie

Hmm, what would Cremators be in Ravenholm for?

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Cvoxalury Author
Cvoxalury

Those would be brought by the soldiers, apparently, since according to Hyperborea concepts, Combine was broughting them on at least some outside locations.
Well the story background for cremators is not fully ready yet. But I think that cremators in Rav. would be cool anyway.

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Description

Finally got my hands back on the cremator (after noticing that if a cremator is present on a map and did shoot at least once, the MP7 and the OICW will fire with the flamethrower particle effect. Weird, but fixed already. So where was I?), fixed its effects and some behavior aspects.

As you can see, this is a footage of a cremator fighting some zombies on a test map. It may be not apparent, but some of the cremator's features are: a) zombies are priority targets. If a cremator fights an enemy and notices a zombie, it will switch to killing it in a first place. b) ignites enemies. _Should_ ignite zombies and did so earlier, but now for reasons currently unknown zombies just turn black and don't burn. Headcrabs do. c) is, by itself, tolerant to flame. d) (not shown) drops head post mortem if killed with an explosion or by a shotgun fire.

Bugs: a) has some problems fighting moving targets (shown). b) ambient sound can continue after death (a common bug for many HL2 NPCs). c) shoots for a second time after dealing with a lone common zombie.

Todo: a) make enemies' bodies dissolve. b) post-mortem Immolator fuel drop. c) melee attack. d) dynamic lighting effects. e) make a cremator throw a gas bomb (abdomen sphere) at the player character when close to death.

Oh, and the video is recorded with FastStone Caprure.

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