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Bullet Hit effect

Posted: 2008-01-14 08:20
by VipersGhost
Revive - Searched and couldn't find my old thread on this.

With the current system it would be a really nice to have some sort of detrimental effect kick in when the player is hit in the vest, which is most all hits except limb/headshots right?


1-% Loss of stamina depending on which round you are hit with

2-Short hazy effect

3-Camera shake - not actual movement of your aiming center but just a visual jiggle\jerk even thought it wouldn't actually move you.

4-Forced prone maybe 20-30% of the time...not everytime though.

Any other ideas? There has to be at least one that will work within the engine.

Posted: 2008-01-14 09:24
by Death_dx
Hehe why bother with forcing prone (which I think is impossible) they'll go prone most of the time anyway. But this is good idea, I find it very irritating when someone gets shot and manages to return fire as accurately as if they had not been. Forcing the player to walk would be nice as well. Similar to when your bleeding to death.

Posted: 2008-01-14 14:40
by zangoo
i am totaly for making people go prone cus if most people go shot they wouldnt just run away in perfect condition.

Posted: 2008-01-14 15:23
by DJJ-Terror
oh yea.. force prone would be great... alsi some smal percentage of chance to holster weapon ( to simulate drop from hands). :)

Posted: 2008-01-15 11:11
by FlatkinG
dont make changes specific to only 1 combat situation that may drastically effect the gameplay of other combat situations, also when most people take a non-fatal hit to the body their adrenaline levels are pushed beyond what is normal and can do alot more then just start walking etc, only when a shot is fatal that they may go to a walk because there bodies cannot physically function, this is already simulated where a wounded player starts to bleed and goes blurry and forces a walk. which in that case accually is a severe wound and reacts as a failing body would. in my opinion the damage and effects are good the way they are, when i get hit, most of the time it almost instantly goes to the blurry screen anyway.

Posted: 2008-01-15 19:20
by VipersGhost
FlatkinG wrote:dont make changes specific to only 1 combat situation that may drastically effect the gameplay of other combat situations, also when most people take a non-fatal hit to the body their adrenaline levels are pushed beyond what is normal and can do alot more then just start walking etc, only when a shot is fatal that they may go to a walk because there bodies cannot physically function, this is already simulated where a wounded player starts to bleed and goes blurry and forces a walk. which in that case accually is a severe wound and reacts as a failing body would. in my opinion the damage and effects are good the way they are, when i get hit, most of the time it almost instantly goes to the blurry screen anyway.
Having a bullet whiz through your flesh and taking a round to the vest are 2 VERY different things. I have never been shot anywhere :) but I'd imagine there is some sort of detrimental effect.

Posted: 2008-01-15 20:22
by Anderson29
i dont know if any of u ever played the oringinal ghost recon....it had a good hit effect....it made ur aiming suddenly move to an odd position, for example...ur prone...ur aiming at someone...u get shot...ur sites immediatle go off to the down and left...or up and right....and if ur looking down ur sites...maybe make it where u come off looking down the sites...to make it where u have to reaim...reorreint ur self to the target..and ofcourse a breif second of suppression effect....and we all know if bullet hits bone in extremities...ur out of the fight...but then that mite take it a bit far.

Posted: 2008-01-15 20:30
by VipersGhost
I think camera jerk is out of the question and not within BF2 limitations.

Posted: 2008-01-15 22:30
by [T]Terranova7
About the camera jerk... is it 100% certain that this is not possible? I know FH2 has your camera bobble left and right while sprinting, could a similar, much more drastic effect be applied when shot, or even better when being suppressed.

Not sure about the forced prone part. I imagine if the shot is powerful enough to knock you down, you're not going to end up in a shooting prone position. If there was an animation that made it look a bit more natural (Something like COD4's Last Stand animation), I'd be all for it. Otherwise it mike look somewhat odd, and might be a hassle for the player.

Posted: 2008-01-16 05:58
by markonymous
why not make it basically impossible to shoot when beeing suppressed by a minimi or 50 cal by making the deviation very high.

Posted: 2008-01-16 12:46
by Wheeter
How about making them lose their kit and have to pick it up from the floor again, to simulate dropping the gun after a certain amount of limb shots? might work...

Posted: 2008-01-16 13:00
by nedlands1
markonymous wrote:why not make it basically impossible to shoot when beeing suppressed by a minimi or 50 cal by making the deviation very high.
Sorry but the conventional deviation modifiers are based upon: stance, movement, shots fired, jumping, turning and looking down the sights. "Being suppressed" is not in there :grin: . However, bullets explode when they land near you and instead of damaging you they cause a blurriness effect. If this blurriness had shake effects added to it then it would act like added deviation.

Posted: 2008-01-17 00:04
by Gunwing
nedlands1 wrote:Sorry but the conventional deviation modifiers are based upon: stance, movement, shots fired, jumping, turning and looking down the sights. "Being suppressed" is not in there :grin: . However, bullets explode when they land near you and instead of damaging you they cause a blurriness effect. If this blurriness had shake effects added to it then it would act like added deviation.
Not entirely but close too it. What we need is a way to slow the player down a bit ingame. He dose things way to fast and moves too fast. I'm not saying force him to walk/run slower but it might be a good idea to bump BF2s speed when you run down a bit, as well as the standard jogging speed. That way players need to make proper use of cover or they will get shot.

In games like RO-41-45 if your out in the open your only option is to hit the deck when a MG shoots at you. Granted you can get down before the bullet hits. But it's one of those games that has perfect pace for a realistic FPS game.

It may turn hardcore FPS fans away, but it would bring the realism fan base in big time to have more head bob when you sprint, and less when you walk. As well as to implement some type of sway system into Sniper rifles, and IS mode for all weapons. The more you shoot the more you sway. The less you shoot the less you sway.

We need to come up with something that the BF2 engine can do to make the player take the time to shoot or give cover fire to friendly troops. We all know the vehicles in the mod are as good as they can be, in fact right now they are perfect because the new system shows off how well a tank crew of 2 or more men can be used in combat. The next step I think would be to come up with a way to make it so infantry are better when they stay together than if they scatter all over a map. The players tend to be to independent of the squad leader, and commander. If we could come up with a way like BF2142 has to get them to work together and stay together it might help out squad play and infantry a lot.

This happens a lot more now then it did last patch because now we can't spawn on the squad leader. So now we are stuck half the time all the way at main about 2k from the rest of the squad and most of the vehicles don't spawn in faster than 1 minute now.

Posted: 2008-01-17 07:30
by nedlands1
Well the large steadying time means that leapfrogging is extremely useful. That therefore makes working together as a squad more beneficial then lone wolfing. Increasing the zoom time would help with getting people to wait before they shoot too.

Posted: 2008-01-17 07:57
by markonymous
nedlands1 wrote:Well the large steadying time means that leapfrogging is extremely useful. That therefore makes working together as a squad more beneficial then lone wolfing. Increasing the zoom time would help with getting people to wait before they shoot too.
just imagine what we could do if we got some more animators.

Posted: 2008-01-17 08:21
by Sadist_Cain
Head bob Head bob Head bob

Sprinting across an open field, full battle gear on, rifle in hand, I start getting shot at by a 50.cal.
Luckily though my years of runway training as a model means my head is perfectly still and I have noooo problem seeing the guy whos shooting at me from behind a bush 500m away :roll: .
Deviation makes shooting him hard but I can see him :roll:

please give us sprint bob so that when my squad's attacking they aren't doing the 100m sprint, instead theyll HAVE TO move slow, think and LOOOOOOK

Too much sprinting, really surprised we didn't see bobbing in 0.7 but I'm not complaining, It's not like we didnt get enough with it :P

Seriously though, we need bobbing. if you can't see who's shooting at you when you have to dive for cover then surpression is far more effective, faaar far faaaaaaaaaaaaaaar more effective

Posted: 2008-01-17 15:45
by Ninja2dan
VipersGhost wrote:Having a bullet whiz through your flesh and taking a round to the vest are 2 VERY different things. I have never been shot anywhere :) but I'd imagine there is some sort of detrimental effect.
I have been hit by an M16 in the left outter thigh. I knew I was hit, but I didn't go down. I actually tried running after and beating the life out of the guy who shot me, but I was held down before I could get to him. Clean entry and exit, minimal tumble and no bone strike. I felt pain, but I didn't start to go in shock until just before the medics had me in the bus (about 20min after being hit). If that had been in a combat situation, I probably would have gone without noticing side effects for an even longer period of time. Since no vitals or arteries were hit, blood loss was minimal as well.

Getting shot in a vest really depends on the rating of the vest and the bullet striking it. It also depends on the area of impact, angle of impact, velocity, etc. Just too much to figure in with minimal information, and this game has issues with hitbox locations and player strike zones.

Posted: 2008-01-17 16:38
by Anderson29
I have been hit by an M16 in the left outter thigh. I knew I was hit, but I didn't go down. I actually tried running after and beating the life out of the guy who shot me, but I was held down before I could get to him. Clean entry and exit, minimal tumble and no bone strike. I felt pain, but I didn't start to go in shock until just before the medics had me in the bus (about 20min after being hit).
let me guess.... Back at Bragg, late 90's....am i close?

Posted: 2008-01-17 16:51
by Ninja2dan
Anderson29 wrote:let me guess.... Back at Bragg, late 90's....am i close?
Ft. Sill, early '99. Live-fire "buddy move" drills. You know, the "I'm up, he sees me, I'm down" drills where you run forward while your buddy covers you, then you hit the dirt and cover him while he leapfrogs ahead. My "buddy" was a total dipshit, and I ended up taking a round just below the ***-cheek. I'm thankful it didn't hit the femur, just muscle.

After that incident I came up with a new term: "I'm up, he shot me, I'm down"