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[Effects]Shrapnel

Posted: 2010-12-25 17:06
by hobbnob
Not totally sure if this is possible, I'll have a peek round the files after I post this.


The suggestion

I propose that the shotgun code be used in explosions, to create a shrapnel effect.

Benefits

The addition of shrapnel would create a degree of 'luck' in the battlefield, where players can still be wounded from far away due to these fragments. This would encourage better use of cover and more communication when using explosives.

Drawbacks

Obviously catching a stray chunk of steel from 100 meters away would kinda piss people off, but the fact of the matter is that it's possible (Source, non graphic)

Implementation

As I said before I believe that it might be possible to use the shotgun's dispersal code to create these fragments, so that's that bit sorted. I do not believe however that the shrapnel should be able to travel the full 230 meters as quoted in my earlier source, as the PR battlefield is scaled down somewhat, so I suggest a distance of around 100 meters.
I think the damage done by a single shrapnel should be around 20, with it diminishing to about 5 as it travels further away from the blast.

Conclusion

I think this would benefit PR because it is realistic and adds a random element to explosive damage.


*Gruesome*

It also allows for one member to really help save another member of his team by lying on the grenade, therefore reducing it's damage to the normal blastradius (which I think should be kept to simulate explosive pressure)

Re: [Effects]Shrapnel

Posted: 2010-12-25 17:16
by lromero
It would be so sick if you could get this to work

Re: [Effects]Shrapnel

Posted: 2010-12-25 17:21
by spawncaptain
Sounds great, really.

Re: [Effects]Shrapnel

Posted: 2010-12-25 17:29
by Mora
I think this has been done before, but it causes too much stress on the server because of the particles flying around.

Re: [Effects]Shrapnel

Posted: 2010-12-25 17:30
by hobbnob
then dont' have many particles, it would still add to the game.

I'm only proposing we add this to fragmentation grenades btw

Re: [Effects]Shrapnel

Posted: 2010-12-25 19:05
by PatrickLA_CA
I agree and I am pretty sure that it can be made to work as I saw how airburst works in PR and it can be used on shrapnels too.

Re: [Effects]Shrapnel

Posted: 2010-12-25 20:10
by Bringerof_D
i do believe it's been thought of before, but if someone can get this to work with little to no affect on performance you have my full support

Re: [Effects]Shrapnel

Posted: 2010-12-25 21:58
by dtacs
The shotgun fires a projectile as do all other weapons. Its possible to mod those projectiles so a sniper fires HAT rockets and whatnot, but I don't think its possible to code a projectile onto an explosive, and at the same time, have those projectiles damage vehicles.

As an example, if an ArtyIED was coded to shoot out multiple projectiles in different directions, they would have to be modded to do significant damage instead of just scratching the paint.

It is a good idea though.

Re: [Effects]Shrapnel

Posted: 2010-12-25 22:14
by Redamare
I dont wee why it wouldnt work have a very small diameter explosion . . like less than a meter for the minimal damage to take place but if you had a direct hit by a shot gun wouldnt it only give you the minimal damage and not the full shot gun damage??

Re: [Effects]Shrapnel

Posted: 2010-12-25 22:16
by hobbnob
The trouble is making an explosion fire bullets, so far the effect hasn't crashed bf2 but it hasn't fired anything either that I can see, which is very annoying

Re: [Effects]Shrapnel

Posted: 2010-12-25 22:20
by Tim270
It might be worth adapting the Molotov code/area attacks.

Re: [Effects]Shrapnel

Posted: 2010-12-26 10:31
by PatrickLA_CA
I accidentaly found xfire videos showing shrapnels from air burst, I'll try to find them and post them here.

Edit: The videos:

http://www.xfire.com/video/2c861d/
http://www.xfire.com/video/2c6969/
http://www.xfire.com/video/2c4f55/

Re: [Effects]Shrapnel

Posted: 2010-12-27 04:02
by Sex_Cactus
dtacs wrote:The shotgun fires a projectile as do all other weapons. Its possible to mod those projectiles so a sniper fires HAT rockets and whatnot, but I don't think its possible to code a projectile onto an explosive, and at the same time, have those projectiles damage vehicles.
Well... would it be possible to make something shoot a bunch of invisible, mini-shotguns the all go off at the same time in multiple directions?

Re: [Effects]Shrapnel

Posted: 2010-12-27 04:47
by Psyko
can you set two different damages to one weapon?

i dont care about frag grenades because they do their job. but if there was major shrapnel damage to exploding tanks and APCs that would be great. (and Gary)

im thinking, lumps of metal flying at super sonic speeds that can kill instantly instead of wounding.

[but as mora pointed out. its about server networkables. would be cool if it was client side only. but not sure if thats workable.]

Re: [Effects]Shrapnel

Posted: 2010-12-27 04:50
by whatshisname55
You don't have to use the actual shotgun projectile. You would make a new projectile with a similar spread code as the shotgun projectile has. Since it's a different projectile, you can adjust the damage without affecting anything else. So you would have the explosion which causes a certain amount of damage, and at the same time you have projectiles firing from the same point but they will have their own damage.
Am I correct?

Re: [Effects]Shrapnel

Posted: 2010-12-27 08:09
by dtacs
It isn't a projectile. The C4/ArtyIED etc. is an object, while a projectile is a bullet or HAT round.

Re: [Effects]Shrapnel

Posted: 2010-12-27 14:58
by whatshisname55
But shotgun shells are projectiles right? Can't you set a projectile to fire in a certain direction from a certain point in the game world or do you need a gun?