Dwarden/Sandbox – User

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** improves aim precision in similar way how "hold breath" but with way better stability [[User:Dwarden|Dwarden]]
** improves aim precision in similar way how "hold breath" but with way better stability [[User:Dwarden|Dwarden]]
** there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) [[User:Dwarden|Dwarden]]
** there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) [[User:Dwarden|Dwarden]]
** this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties[[User:Dwarden|Dwarden]]
** this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties [[User:Dwarden|Dwarden]]


* Climbing over small objects / obstacles --[[User:Dwarden|Dwarden]]
* Climbing over small objects / obstacles --[[User:Dwarden|Dwarden]]
** Ingame there is already climb over animation for certain fence so it could be used / improved from [[User:Dwarden|Dwarden]]
** Ingame there is already climb over animation for certain fence so it could be used / improved from [[User:Dwarden|Dwarden]]
** user then may trigger this movement at any obstacle/object lower than 30-50cm [[User:Dwarden|Dwarden]]
** user then may trigger this movement at any obstacle/object lower than 0.3-0.5m [[User:Dwarden|Dwarden]]


* Grass effect on long distance --[[User:Dwarden|Dwarden]]
 
** first problem is horizont, You are at hill peak but can't see anything due to grass [[User:Dwarden|Dwarden]]
===Unfinished===
 
* Grass effect on horizont for distant observer--[[User:Dwarden|Dwarden]]
** main problem became horizont - e.g. You are at hill peak but can't see anything due to grass yet AI/human in MP can clearly see Your head/body, solution: [[User:Dwarden|Dwarden]]
*** to avoid this problem game could utilize "blur" effects above such edge (hill top, terrain shift etc) for distant observer (no option to disable this in same way like grass)
*** or faster and simple way : don't show anything until it reach certain "value" e.g. ~0.5m above hilltop edge
*** both ways needs game engine to check if there is any 'grass' rendered around target observing AI / player looks at that hilltop edge


* AI changes --[[User:Dwarden|Dwarden]]
* AI changes --[[User:Dwarden|Dwarden]]

Revision as of 01:38, 25 December 2006

MP

  • anti-TeamKill wishes: please create a TK counter with following features --Dwarden
    • 1) there should be points for TeamKill, TeamDamage, TeamVehicleDamage, TeamVehicleKill, TeamStructureDamage, TeamStructureKill etc. (each as server options) increasing TK counter Dwarden
    • 2) TK counter decreases over time (server option) Dwarden
    • 3) when TK counter reach max threshold value (server option) then player is auto-kicked (1st time, 2nd kick results into ban XY min. (server option)) Dwarden
    • 4) include victim vote (server option) Punish / Forgive / Nothing (empty vote), where punish double TK points and forgive removes TK points for that action against voting victim Dwarden
    • 5) each violation (counter increase) gives offending player warning via chat (no counter values given to avoid abuse) Dwarden
  • Anti-spam feature (server option) --Dwarden
    • works same way like TK counter, with own max threshold (lines / words per time frame (server option)), decreases over time (server option) Dwarden
    • also can be configured against vote spamming (server option) Dwarden
    • offender is muted from channel(s) when reaching threshold (server option) Dwarden
  • Voice chat / Custom sounds / Radio sounds related features--Dwarden
    • Icon + Name of player indicating that he is actually using voice chat (option-able, easiest to get own separated GUI window like Options one) Dwarden
    • ability to disable (mute) voice chat and/or custom sounds / radio sounds for each player separately Dwarden
    • ability to disable (mute) voice chat and/or custom sounds / radio sounds for squad / group / channel / all / etc. Dwarden
    • ability for server admin to globally mute voice chat and/or custom sounds for selected player Dwarden
  • Interface suggestion for Chat History:--Dwarden
    • new standalone GUI window for Chat text messages and Engine info/warning etc. messages with 3 sub-sections: Dwarden
      • A) Combined (both chat and engine messages) Dwarden
      • B) Chat only Dwarden
      • C) Engine messages only (switchable via menu same way like Options) Dwarden
    • new key bind to show/hide this GUI window on the fly (of course can be closed by mouse or call by mouse, needs new menu entry Chat for mouse way) Dwarden

Realism

  • Weapon resting feature --Dwarden
    • ability to rest weapon (similar way like in game * Red Orchestra: Ostfront 41-45 at edges/tops of objects, obstacles, vehicles etc Dwarden
    • improves aim precision in similar way how "hold breath" but with way better stability Dwarden
    • there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) Dwarden
    • this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties Dwarden
  • Climbing over small objects / obstacles --Dwarden
    • Ingame there is already climb over animation for certain fence so it could be used / improved from Dwarden
    • user then may trigger this movement at any obstacle/object lower than 0.3-0.5m Dwarden


Unfinished

  • Grass effect on horizont for distant observer--Dwarden
    • main problem became horizont - e.g. You are at hill peak but can't see anything due to grass yet AI/human in MP can clearly see Your head/body, solution: Dwarden
      • to avoid this problem game could utilize "blur" effects above such edge (hill top, terrain shift etc) for distant observer (no option to disable this in same way like grass)
      • or faster and simple way : don't show anything until it reach certain "value" e.g. ~0.5m above hilltop edge
      • both ways needs game engine to check if there is any 'grass' rendered around target observing AI / player looks at that hilltop edge
  • AI changes --Dwarden
    • AI reactions need to be more chaotic with longer RND response times (instead of just do nothing / instant precise response) Dwarden
    • AI aim at longer distance `should be` less accurate, especially if target is moving or close/behind trees and bushes instead actual insta precision hits Dwarden