janus0104 212 Posted February 9, 2013 (edited) Hey there, it's been asked for time and again, so I'd thought I'd give it another spin.New Items:- Nail gun: Found in industrial areas rarely, i.e. where car parts are already found, this handy tool requires a box of nails to be fully operational and can be used from the toolbelt aswell as moved to the primary weapon slot, much like the hatchet.While in the primary weapon slot, it acts as a rudimentary close-range weapon, shooting nails that deal less damage than a gun would, but at a 3 nails / second it can still do plenty of damage in the hands of the skilled. As Krihelion pointed out below, a headshot within close range would pretty much be an execution.One magazine, in essence a piece of plastic holding together 100 nails, is loaded into the nailgun at a time, with a box of nails containing a set amount of nails (currently 3000, but can be adjusted easily)While in the toolbelt, it mainly sits there as a catalyst for the barricading action. A later addition could add a random chance for the power (or powder, pending final decision on the type of nailer) to run out, rendering the nailgun useless.Image pending me finishing the model in maya ;) It would look something like http://www.build.com...il-guns/c100383 but of course neither a clone of that nor using real life company names. I'm still gathering info on how nail guns work exactly, what different versions there are and what resources they each require. Wouldn't want the model to represent a nailgun that required an external air compressor or s.th. like that.- Box of nails: Found in industrial areas occassionally, i.e. where car parts are already found. These serve as ammunition both for firing a nail gun in close range aswell as for barricading (barricading a door uses up 10~20 nails, pending you guys' input)Temporary equip image attached, model and texture can however be enhanced - or the blood stains removed :D - if considered too low-res.New action:- When in 3m distance of a building's exit, if you have a nailgun and a box of nails in your inventory/toolbelt, the mousewheel has an additional option to barricade the opening. This creates the object in world space after the usual medics animation used for car repairs etc. Requiring harvested wood as material - a different resource could be added for this, but let's keep it as simple as possible for now - the resulting object has the shape of a bunch of wooden boards hastily nailgunned to the door frame. Being of standard building exit size, it could work easily for most buildings - except wider doors like fire stations - but this would have to be seen during implementation.Image will be added once I've done the model in maya.- When in 3m distance of a barricaded building exit, the mousewheel has an additional option to remove the wooden boards again. Again using the medics animation, it would take the character enough time for a barricaded player to defend his position. While in possession of a crowbar, the animation is reduced to a fraction. Alternately, when in possession of a hatchet, one can simply break through it, requiring 1~3 hits to destroy the wooden boards.Zed behavior:- I feel that zombies should not be able to go through or tear down these barricades. In the best of cases, barricading yourself in you have created a safe spot for you for as long as you have sufficient supplies, then you need to leave anyways. However, they should investigate that area. This would give teams the chance to barricade themselves so they can fix up their wounded comrades, reload their weapons, then fend off the besieging zombies to clear an exit path.Ramifications:The addition of, in essence, deployable walls should give players another strategic element against zombies aswell as bandits. Immersion is improved as the player feels he can have more of an impact to the shape of the world. With several options to remove these temporary walls, they shouldn't break gameplay.This would also give wood a wider use, and considering it requires 1 item space for the box of nails and 2 item spaces to carry the wood, players would be faced with a harder choice what to carry with them.If this is deemed a promising concept for an initial implementation that can be improved upon later, I would try and implement it myself. The models and textures shouldn't pose any problems, but I may require some assistance in getting all the code for it in. Edited February 9, 2013 by Elvaron 2 Share this post Link to post Share on other sites
krihelion 175 Posted February 9, 2013 ive always wanted to execute someone with a nail gun Share this post Link to post Share on other sites
krihelion 175 Posted February 9, 2013 (edited) also, a fucking SWG PLAYER?Dont see many of us around, what server?Chilastra/Starsider/Test Center was what i was on Edited February 9, 2013 by Krihelion Share this post Link to post Share on other sites
janus0104 212 Posted February 9, 2013 also, a fucking SWG PLAYER?Dont see many of us around, what server?Chilastra/Starsider/Test Center was what i was onGorath is what I played on during the old days.But that'd be SWGEmu dev, not SWG player :P Share this post Link to post Share on other sites
janus0104 212 Posted February 9, 2013 (edited) Any feedback whether I should move forward with this would be... helpful. Not a fan of wasting time lolAnyone have an idea of good polycounts for ArmA2? The dayz models are obviously binarized to prevent theft. Edited February 9, 2013 by Elvaron Share this post Link to post Share on other sites