Idea: I'm Hit! Man Down!

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
In INF, each pellet is given a random angle off the center of the general direction based on a spread value. Now while velocity and acceleration are changing during flight, the same damage is administered unless you're hit in the head or the pellet ricocheted beforehand. This goes with the rest of the ballistics.
5eleven said:
Yurch, how do Inf ballistics account for shot spread? The only reason I ask is that I've always seemed to notice an incredible accuracy at distance with the Benelli that is not necessarily commensurate with real life shooting. In addition, although i agree that shotgun pellets create an immense amount of tissue damage, it should vary greatly at distance - given an immense reduction in velocity and taking into account shot spread. A shotgun blast to say - a bicep within a distance of 6 feet is going to leave a lot of tissue damage, may or may not bleed immensely, and will probably not be immediately fatal, while 2 pellets in your face at say 100 yards probably will not penetrate enough to cause instantaneous death.
 

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
It's possible, but you'd have to replace all weapons. It would be easier to increase the inaccuracy of the ballistics in something like RT. RT replaces the standard INF ballistics with its own every time a shot is fired. An additional influence angle can be induced here as you can check the direction the player's facing in relation to movement direction and whether the person is jogging or not.

Vega-don said:
is it possible to add more (*2 or 3) weapon bob when strafe jogging without having GPF ? that NEEDS to be in

NT, my mutator is perfectly compatible with RT, we'll probably merge them.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
I did not remember that *most* GPF's could be corrected with a ini adjustment [back in RAV days]. Now that you brought that up I do not remember this and it was not a hard thing to add.

@ Duke -
Do you think you can find the proper line to enter/edit in the infiltration.ini to see if it helps correct the GPF's if we where to add No-Strafing back?

Also, any chance that Beppo could help with strafing/GPF's?
 
Last edited:

sir_edmond

In my own world
Aug 12, 2003
606
0
16
Boston
Visit site
cracwhore said:
When it comes to 'healing' or 'fixing' or 'simply keeping somebody alive' - it is more beneficial to the team for them to take their losses and respawn. I mean, think about how long it would take to do all of that. Now compare that to the respawn time.

You dont play eas enough, at least not on the GD server.

You do realize time is some what sped up in game. :rolleyes:
When useing a claymore a US reserve men would require 3 mins, in game we need on avg 45 sec.

Anyhow arnt we aiming for realism? I dont think just putting on a bandage will be too realistic? :eek:
 
Last edited by a moderator:

gal-z

New Member
May 20, 2003
420
0
0
Ramat-Hasharon, Israel
Visit site
As far as I know, when the andrenaline starts to flow madly, if you get shot in an area that doesn't instantly incapaciate you, you will not even feel it. So although I agree that the current system needs changing, I do not agree with making shots automatically knock you down to the ground.
 

Turin_Turambar

Pls don´t shoot to the Asha´man
Oct 9, 2002
339
0
0
Visit site
Today i played a good amount of hours, and i strafed in the firefights like mad.... and..

... yep, we need something to fix it.
 

yurch

Swinging the clue-by-four
May 21, 2001
5,781
0
0
USA, Maryland.
Visit site
siredmond said:
Anyhow arnt we aiming for realism? I dont think just putting on a bandage will be too realistic? :eek:
Fighting a mad war of attrition over a damned CD already makes me question the soldier's sanity. It IS better to just take the respawn a good deal of the time, especially when you consider the fact that you are denying your team a fresh soldier in favor of one with two blown kneecaps crawling towards the objective or whatever nonsense people want nowadays.

Sending wounded soldiers into battle is not a common activity!
 

5eleven

I don't give a f**k, call the Chaplain
Mar 23, 2003
787
0
0
Ohio
Visit site
Thanks Duke. I'm bowing out of this debate for now.

And Yurch, I never thought of it like that, but....

Fighting a mad war of attrition over a damned CD already makes me question the soldier's sanity. It IS better to just take the respawn a good deal of the time, especially when you consider the fact that you are denying your team a fresh soldier in favor of one with two blown kneecaps crawling towards the objective or whatever nonsense people want nowadays.

....yep. :lol:
 

ravens_hawk

New Member
Apr 20, 2002
468
0
0
Visit site
The bleeding thing could be useful in something like DTAS or another gametype where there are no respawns.

That being said I can't say bleeding/bandaging is realistic in the current version.
Would it not be safe to say that any wound that would require bandaging in a firefight would
A) Take longer then anyone would want to spend wrapping properly.
B) Render the soldier combat ineffective.

Yes I've heard of soldiers in various world wars taking multiple hits and continuing to fight, running between supply lines etc until a mortar round lands six feet from them taking one of their legs off and finally them out of the fight. But I think we can all safely say this is the exception not the rule. (Otherwise the Victoria Cross would be given out to everyone.)

This is probably why everyone is hoping for RT to settle where lethal/serious (ie combat ineffective) wounds are. This is something I think we can all agree the next version of INF needs too.

I do like the idea of a wound removing your aim and throwing off your view. While this may not actually be due to the momentum gained by the body, I would expect your body will tend to lessen the impact by moving in the direction of the impact, "roll with the punch" so to speak.
 
Last edited:

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
Yes, I made the mistake of mentioning bleeding :p
I stress again that the main feature is the DISORIENTATION! Let's shut the mmmm up about bleeding/bandaging, we don't need to hear all that again.
I should prolly rename the mutator too huh Taque?
Taque said:
Duke, what'd I tell you? :p
 

gal-z

New Member
May 20, 2003
420
0
0
Ramat-Hasharon, Israel
Visit site
My point is that you won't even feel you were shot if andrenaline is rushing etc as long as it didn't hit something that physically prevents you from moving.
However, if you're all calm and not expecting anything to happen, you can get into quite a shock if u get shot at. Some D9 driver got shot at by a palestinie sniper some days ago. The bullet hit the armored windshield right in front of his face (and didn't penetrate). The driver, although wasn't touched by the bullet, got into a shock - he stopped moving and didn't answer the radio for quite a while.
Another story was of a guy that got shot in his shoulder so that a critical muscle of his arm got torn apart. He didn't notice he was shot there until he tried to bring his arm forward and noticed it wasn't responding...
 

ravens_hawk

New Member
Apr 20, 2002
468
0
0
Visit site
Sorry duke, the attack (for lack of a better word) wasn't at you or your mut in particular, it's just the idea has come up a number of times with people suggesting that its realistic, and I figured this would be the best thread place to share my thoughts.
I'm very glad disorentation is in. No it's probably not perfect but its a far shot better than nothing.
 

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
In InfiltrationUser.ini at the very top under [DefaultPlayer], in the case of SWNM, change Class=INF_Core.INFc_CHSoldier to Class=StrafeWhoreNoMore.strafeWhore. That's how it worked with rav2. This is not a server setting, all clients have to edit their own InfiltrationUser.ini.
{GD}Odie3 said:
@ Duke -
Do you think you can find the proper line to enter/edit in the infiltration.ini to see if it helps correct the GPF's if we where to add No-Strafing back?
 
Last edited:

[SixPack]Ghost

War doesn't have rules, only objectives.
Feb 4, 2005
2
0
0
54
Midwest USA
xsorbit27.com
I agree that INF needs added hit effects for realism. But I don't think bleeding is a good idea. Not only because the fact that the shortest period of time I've heard of someone dying of bloodloss is 10 minutes, but that it would be more of an inconvience and you'd be forced to add "bandages" and other nonsense time-consuming items into the game. Not too mention most soldiers don't know **** really about first aid or healing. Thats why they have medics. And for gunshot effects, I think the best way to do it is just temporarily zap their stamina a certain portion after every shot. And then it will slowly recover up to what it was, requiring soldiers that were hit to at least get some cover and catch their breath. And it would keep dumbasses out in the open from getting away very fast, making them easy kills for snipers. Knocking to the crouch posistion could work (not to say its super realistic), but you'd have to add some kind of termporary swaying action after being shot if your intention is to keep them from accurately sniping you right after being hit. Maybe the best way to do this is, after everytime you're shot just kick that player out of aim mode, so they have to rely on shooting it from their hip or spend time aiming again. (every second is another bullet from the enemy). And I like the idea of defeaning from grenades and extremely loud guns (SAW or .50 cal sniper). For the guns it should just be quick bursts of being deaf, just enough to miss a few footsteps behind you. The grenades should linger if you're close enough, but I think disorientation is kinda' silly (shaking your screen to hell is just obnoxious not realisitc). But having the 'nades knock you into a feign death type dealie after taking damage from them would be interesting and cool. I don't really like people running through smoking craters and emptying a clip into me. Another thing is I love locational damage and I wish the Unreal engine allowed spotting on the player models to show where they were hit (like Soldier of Fortune). But I think you should just have wound shots slow or impede that faculty (arm or leg for aim and movement only slightly), because otherwise the game would be a dozen cripples limping and gasping, and wobbling about, never hitting each other and unable to get near each other before they all become exhausted and must sit and rest again. And lastly, Is there any mutator like anything you've been talking about that I can download for INF and try out yet?
 
Last edited:

Gnam

Member
Feb 13, 2002
515
0
16
40
Yes, please.
With regard to increasing first hit decisiveness, I don't think that's really how RL combat works. In real life people don't all react to various gunshots wounds the same, and just cause you shot someone first doesn't mean they won't shoot back at you. With less first hit decisiveness, you have to use safer, more long term tactics, which is more realistic. In real life you don't just strafe out from every corner and try to hit the other guy first cause you know you have faster reflexes or better ping, that's arcade tactics. Sure, hitting the other guy first is always a good idea, but you don't stake your life on it if you can help it. Plus, I think Inf is allready pretty generous with it's first hit decisiveness. People don't always go down just from 2-3 rounds. As it is now, I think it's a good balance between too much FHD and too little FHD, and I wouldn't risk ruining that on some shadey aproximated "stun" system that would probably end up being unrealistc anyway.
 
Apr 2, 2001
1,219
0
0
Frankfurt/ Germany
Visit site
[SixPack]Ghost said:
And lastly, Is there any mutator like anything you've been talking about that I can download for INF and try out yet?

There is "RealTarget" ("look for Mother of all BS" thread) which is about to implement hit localisation and and "StrafeWhoreNoMore" which has a bleeding & bandaging implemented. Both in developement section