Bouncing units into the air?

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Grayswandir
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Bouncing units into the air?

Post by Grayswandir »

Alright, I've seen it happen in Mazz VI and when I've played AU...you know what I'm talking about...when you take your Berserk and give that iron thrall a nice good whack and they go flying backwards? Yeah, I'm trying to get that to work, but I'd also like them to have a bit of an angle so they go flying through the air at the same time...
Let's take the Marathon Infinity Assault Rifle for example (which is what I'm really trying to get to work...). It fires .75 bullets and has a 8-round 40mm grenade clip...Now, the grenades don't usually have enough strength to kill another player, but they usually will bounce them into the air...Is there some special check-box or something I'm missing? I can't seem to be able to get it to work.
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Post by Graydon »

I'm pretty sure you're looking for the repel feature. As far as I know, though, repel will only do that; repel units back along the ground. I dont think you can physically 'bounce' a monster... .a projectile sure, but a monster....

If anyone else knows more, I'd be interested to know myself. There IS a repel checkbox someplace, but I don't actually know how it all works.
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Post by Grayswandir »

On a related note...is there a way to say "Repel" units off cliffs, into large abyss's, off a six-foot pier...etc...
See (I'm getting ahead of myself, I haven't even finished converting the units, but it'd be interesting to know...), the idea I had was to make it possible to say, shoot someone off an edge, into lava (acid...colored water, etc...), making them take extra damage and hopefully killing them before they manage to make their way out.
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Post by point and laugh »

I don't think it's possible, but I've never tried it.
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Re: Bouncing units into the air?

Post by vinylrake »

Grayswandir wrote:Alright, I've seen it happen in Mazz VI and when I've played AU...you know what I'm talking about...when you take your Berserk and give that iron thrall a nice good whack and they go flying backwards? Yeah, I'm trying to get that to work, but I'd also like them to have a bit of an angle so they go flying through the air at the same time...
Let's take the Marathon Infinity Assault Rifle for example (which is what I'm really trying to get to work...). It fires .75 bullets and has a 8-round 40mm grenade clip...Now, the grenades don't usually have enough strength to kill another player, but they usually will bounce them into the air...Is there some special check-box or something I'm missing? I can't seem to be able to get it to work.
Not sure if it's what you are looking for or not, but I seem to recall when playing one of the pre-B&G civil war conversions that units would fly back away from the point of impact when they were hit by a cannonball. Of course they quickly broke into their component pieces but at the moment they were hit they appeared to be thrown back away from the impact spot.

I remember because I had just seen Pirates of the Carribbean and I remember thinking how very Jerry Bruckheimerish the effect was - and how much better the effect looked in a game than it did in a movie.
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Post by A-Red »

Grayswandir wrote:On a related note...is there a way to say "Repel" units off cliffs, into large abyss's, off a six-foot pier...etc...
See (I'm getting ahead of myself, I haven't even finished converting the units, but it'd be interesting to know...), the idea I had was to make it possible to say, shoot someone off an edge, into lava (acid...colored water, etc...), making them take extra damage and hopefully killing them before they manage to make their way out.
You can't propel units over impassable terrain...which means you could knock a unit off a cliff, but only if you made it so that unit could walk on the cliff walls. If you could knock them off, it would be pretty simple to test for all units in the lava and filter them into an action that kills them.
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Post by Myrd »

Another thing you can do, is make the cliff wall passable by the units... BUT make a map action that checks for any units on that cliff wall, and makes them perform an animation of falling off the cliff and dying. This way, sure players can click on it and walk there, but then script would kill them. Same thing if units are propelled there.
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Post by Gleep »

You can only propel a unit backwards, not upwards with the propulsion feature in myth. The only way to make a unit go upwards is with a mesh effect and that is only because the ground plane raises them. There is a new geometry filter in loathing that will allow you to test for what terrain a unit is standing on, and you could have a kill monster action for any units that stand on that terrain type.
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Post by A-Red »

Gleep wrote:You can only propel a unit backwards, not upwards with the propulsion feature in myth. The only way to make a unit go upwards is with a mesh effect and that is only because the ground plane raises them. There is a new geometry filter in loathing that will allow you to test for what terrain a unit is standing on, and you could have a kill monster action for any units that stand on that terrain type.
That could be helpful. The three unused terrain slots can be used to create the cliff areas (or any special area that you want separated), so that you don't have to worry about units wandering onto just any steep area and getting killed.
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Post by vinylrake »

Gleep wrote:You can only propel a unit backwards, not upwards with the propulsion feature in myth. The only way to make a unit go upwards is with a mesh effect and that is only because the ground plane raises them. There is a new geometry filter in loathing that will allow you to test for what terrain a unit is standing on, and you could have a kill monster action for any units that stand on that terrain type.
Could you make it look like the unit was propelled upwards by showing a sprite sequence where each successive frame of the sequence would have a few more pixels of 'space' underneath it's feet? That way the unit would still be standing on the same ground plane to the myth engine - but it would _appear_ to be levitating or being propelled into the air as the sequence progessed? Of course you'd have to bring the unit back 'down' to the ground plane before you cycled into any of the normal sprite sequences.
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Post by A-Red »

vinylrake wrote:Could you make it look like the unit was propelled upwards by showing a sprite sequence where each successive frame of the sequence would have a few more pixels of 'space' underneath it's feet? That way the unit would still be standing on the same ground plane to the myth engine - but it would _appear_ to be levitating or being propelled into the air as the sequence progessed? Of course you'd have to bring the unit back 'down' to the ground plane before you cycled into any of the normal sprite sequences.
There's no special sequence assigned to propulsion, so you wouldn't be able to make it happen only if the unit is being propelled. You could make it the unit's flinch sequence, but that would make them fly into the air even if hit by a thrall's axe. You could make it so that the unit has a high flinch system shock, and the attack that causes propulsion is the only projectile in the level with enough damage to make the unit flinch. That's pretty iffy though.

A more plausible use for this idea would be to give your unit a "levitating" or "jumping" attack, where the attack uses the special rising sequence. The attack would also somehow have to cause the unit to move forward--I'm not sure if that can be done.
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Post by Grayswandir »

ROFL!!!
I can imagine, someone trys to set their archers (or something...) in a long-line formation next to a cliff, and then they start jumping off the edge like lemmings.
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Post by Horus »

Actually A-Red there is a sequence for propell.
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Grayswandir
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Post by Grayswandir »

Gleep wrote:You can only propel a unit backwards, not upwards with the propulsion feature in myth. The only way to make a unit go upwards is with a mesh effect and that is only because the ground plane raises them. There is a new geometry filter in loathing that will allow you to test for what terrain a unit is standing on, and you could have a kill monster action for any units that stand on that terrain type.
This would work really well for lava or acid... :D
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Post by haravikk »

Horus â„¢ wrote:Actually A-Red there is a sequence for propell.
Timing would be hellish though!

One question, is the unit going to be dead when it is propelled into the air? This is perhaps the biggest one, because there's a lot more possibilities with dead units =)
For example, have the attack a burning type, and give the unit a burning death projectile group that is the same as it standing, or some flying sequence, and have that made quite light/easy to hurl by the main attack, and shatter to bits when it hits the ground. Then you can hurl the dead enemy away in a more dramatic fashion.
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