Misc ideas for 2.5

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Misc ideas for 2.5

Postby Dandamage » 2 June 2016, 17:22

Trigger ideas:

Convert gun 'A' projectiles to plasma.
Convert gun 'A' projectiles to drones.
Change gun 'A' projectile to HEX color 'B'.
Change gun 'A' explosion to HEX color 'B'.
Change gun 'A' bullet penetration factor to value 'B'.
Change gun 'A' max bullet life value 'B'.
Change gun 'A' projectile speed to value 'B'.
Change gun 'A' projectile knockback to value 'B'.
Change gun 'A' clip ammo to 'B'.
Change gun 'A' weight to 'B'. Affects weapon swap speed
Change gun 'A' model to 'B'. At editor it would list all the weapon models, similar to the sound list
Change gun 'A' recoil to value 'b'. Affects accuracy of continuous fire and how much it pushes the shooter back
Enable or disable swords for character 'A'. Set parameter 'B' to '1' to enable and '0' to disable.
Set Character 'A' weight to 'B'. Affects reaction to explosions, fall damage and knockback
Call trigger 'A' when character 'B' takes damage.
Call trigger 'A' when character 'B' deals damage.

Might be updated with time. Stay tuned, Eric.
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Re: More Trigger Ideas (Mainly for guns)

Postby tehswordninja » 3 June 2016, 01:04

Call trigger 'A' when character 'B' takes damage.
Call trigger 'A' when character 'B' deals damage.

how about expanding on these: Call trigger 'A' when character 'B' takes 'C' amount of damage.
Call trigger 'A' when character 'B' deals 'C' amount of damage.
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Re: More Trigger Ideas (Mainly for guns)

Postby Dandamage » 20 June 2016, 02:30

More trigger ideas:

Allow gun 'A' for character 'B'.
Call trigger 'A' when movable 'B' is destroyed.
Set health of movable 'A' to 'B'.
Change material of wall 'A' to 'B'.
Change material of background 'A' to 'B'.
Force character 'A' to go to region 'B'. Character does not attack.
Force character 'A' to go to region 'B'.
Enable/disable regeneration of character 'A'.
Enable/disable seeing through walls for character 'A'. Has no effect on player controlled characters.


Engine mark ideas:

sstorm - Enables sandstorm visual effects.
rain - Enables rain visual effects.
fog - Enables fog visual effects.
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Re: More Trigger Ideas (Mainly for guns)

Postby tehswordninja » 21 June 2016, 03:04

Dandamage wrote:Engine mark ideas:

sstorm - Enables sandstorm visual effects.
rain - Enables rain visual effects.
fog - Enables fog visual effects.

Why not make them triggers as well? That way if half way through the map we want a storm to happen or go away we can.
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Re: Trigger and Engine Mark Ideas

Postby Venemous » 25 June 2016, 21:48

Delay the next trigger function by 'A' seconds
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Re: Trigger and Engine Mark Ideas

Postby Dandamage » 30 June 2016, 02:12

Play sound 'A' from library with pitch 'B'
Force character 'A' voice to 'B' List of available voices open on click
Paint gun 'A' with hex color 'B' Adds a transparent layer of B color to the gun
Paint projectile of gun ...
Paint background ...
Paint wall ...
Change color of lamp 'A' to hex color 'B'
Make a BNG explosion of power 'A' at region 'B'
Change model of barrel 'A' to 'B'
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Re: Trigger and Engine Mark Ideas

Postby Venemous » 10 July 2016, 01:35

Force weapon 'A' to share ammunition with weapon 'B'.
Weapon ammo dominance is on an B to A basis - If weapon A and B have different amounts of ammo when this trigger function is run, weapon B's ammo count will be changed to weapon A's ammo count. More than 2 weapons can share ammo.

Engine mark : Make AI enemies not use ammo for guns that they shoot.
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Re: Trigger and Engine Mark Ideas

Postby iterroronly » 10 July 2016, 12:24

what's the point of suggesting update ideas if eric won't take a look at them?

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Re: Trigger and Engine Mark Ideas

Postby KARL SERG » 10 July 2016, 12:49

iterroronly wrote:what's the point of suggesting update ideas if eric won't take a look at them?


For Plazma Burst 2,5, I suppose.

I suggest keeping the enabling and disabling as "1" and "0". I thought Ammunition will be infinite by default.(?)
Here are my Ideas:

- Force Body Part "A" to change HEX color to "B". (it could be inappropriate sometimes, though)
- Activate Trigger/Timer "A" when the dead body of "B" is not in/reaches region "C".
- Disable Healing for Character "A"/belonging to Team "A". (0 - disable, 1 - enable)
- Enable Telekinesis for Character "A"/belonging to Team "A".
- Disable damage from projectile type "A" for Character "A"/belonging to Team "A".
- Disable fall (and maybe explosion and swords? I'm not sure, they might count as projectiles) for what I've listed above.
- Disable damage inflicted by Fists (about 25 damage is ok, I think) for what I've listed above. (enabled by default)
- Force Weapon "A" Damage to scale with Target Health. (up to 125%, which breaks their Bodies; this, however, could be below 0%, healing the Target) May be used for special Groups as well if combined with other triggers.
- Disable Weapon "A" Affliction over Character/Group "B".
- Disable Weapon "A". (can be paired with the above so only one or more Groups or Characters are affected)
- Disable Region "A" Affliction over Character/Group "B".
- Disable Region "A". (same as above)
- Other old or suggested things, but only affecting Individuals/Groups (like Ammunition).

I'm afraid these suggestions might be abused, but I'm usually worried by most things so you should ignore this last part.
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Re: Trigger and Engine Mark Ideas

Postby Dandamage » 11 July 2016, 17:11

I actually talked to Eric about it, and he said he checks the feedback section of this forum every few days, including, of course, this specific topic.
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Re: Trigger and Engine Mark Ideas

Postby Nutkiplit809 » 12 July 2016, 15:18

Trigger-

Can the maximum parameters be 3? Or 5?

Only let character 'A' activate region 'B' on team 'C' (Perfect for abilities and what I meant is for the same team)
Change gun 'A' to gun 'B' when fired
Change water 'A' to acid 'B' and vice versa
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Re: Trigger and Engine Mark Ideas

Postby Venemous » 13 July 2016, 20:08

Add (subtract if you set the number to negative) 'A' X speed to player 'B'.
Add 'A' Y speed to player 'B'.
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Re: More Trigger Ideas (Mainly for guns)

Postby Dark Reaver » 14 July 2016, 19:58

Dandamage wrote:Engine mark ideas:

sstorm - Enables sandstorm visual effects.
rain - Enables rain visual effects.
fog - Enables fog visual effects.


These would make the game too laggy imo. There's a reason many people disliked the in-game snow in winter.
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Re: Trigger and Engine Mark Ideas

Postby Dandamage » 16 July 2016, 15:38

Snow runs just fine in my potato grade computer, and a setting to disable atmospheric effects could be added to the menu separate from the high and low graphics setting.
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Re: Trigger and Engine Mark Ideas

Postby Venemous » 16 July 2016, 22:58

Destroy all projectiles that were not fired from players on team 'A' in region 'B'
Reverse momentum of all projectiles that were not fired from players on team 'A' in region 'B'
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Re: Misc ideas for 2.5

Postby Dandamage » 24 July 2016, 04:02

LazyRain wrote: - Day/Night. Interesting. But how it should work? Extended sky BG which isn't visible completely? Or something like gif? I'd like to see slowly rotating Milky Way or the star sky or planet. It would be cool.


That's an interesting idea, animated skies.
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Re: Misc ideas for 2.5

Postby alnertane » 31 July 2016, 20:23

Set triggers to activate when a given key is pressed
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Re: Misc ideas for 2.5

Postby KARL SERG » 3 August 2016, 17:38

> Set Projectile Acceleration of Weapon "A" to "B". B is 0 by default (the speed is constant) and can be both positive or negative (and therefore there could be boomerang Guns, whose speeds reach zero m/s and then head back to the direction from which they were fired).

> Force projectile fired from Weapon "A" to disappear/detonate when its speed is "B".

> Multiply the Projectile speed of Weapon "A" by "B" every "C" time interval.

> Enable Ricochet function for Weapon "A" Projectiles, making it rebound "B" times (0 will disable it, 16 should be the limit). This means that the Projectile will bounce back from Platforms/Walls with a fraction of its speed/force which can have values between 0 and 10. Setting the value to 0 will disable this.

> Enable Splitter function for Weapon "A" Projectiles, resulting in Projectile "B" (which will be equal to the projectile type of the weapon by default). A number of Projectiles (between 0 and 16 again) will erupt from the body of the Enemy in random directions. Enabling the child Projectile(s) to have the Splitter function of the parent one(s) should be possible as well (0 for disabling, 1 for enabling). If the projectile type is "rail" and these last properties have the value of "1", we would have an Arc Gun.

I have an Idea about bullet drops too, but I like them not being affected a lot by the gravity at the moment.
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Re: Misc ideas for 2.5

Postby Dandamage » 7 March 2017, 18:56

The variable update was extremely useful imo. We could really work on top of that new feature, but I might need ideas coming up with new stuff. New posts are very welcome.
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Re: Misc ideas for 2.5

Postby jeff the hacker » 13 March 2017, 05:23

decor :
-falkonian ship ( intact, different directions facing )
-killing ray length customization
-killing ray colour customization ( #HEX color-code )

triggers :
Set gun A recoil to B : use it for OP modded guns ( i set a pistol damage into 1000 then i shoot up and the gun flew into me and break my face )

Set gun rebound factor to value to B ( normal is 25° ) careful, you may shoot your self with your gun in multi

Set gun rebound rate factor value to B ( normal : 1 wall rebound ) yeah, you can set it to 1000 times but the bullet live will just stop it

background terrain :
-downtown
-construction yard
-technology park
-building interior
-nature facility
-more...

REQUEST :
remove the map loading limit feature
everytime i tried entering matches ( and approved ones ) it always stops the rendering after 15 seconds
i mean its just awful in my opinion! :(
im an alien inside

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