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Messages - Notchbrine

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1
General Discussion / Re: Melee Combat Demo Server
« on: July 11, 2018, 12:43:10 PM »
Hosting again at 2:30. Made some changes to the weapons:

One-handers have longer windups.

Nightstick's range extended.

Guitar's range decreased.

2
General Discussion / Re: Melee Combat Demo Server
« on: July 11, 2018, 01:06:02 AM »
Server crashed for unknown reasons, rehosting.

3
General Discussion / Re: Melee Combat Demo Server
« on: July 10, 2018, 11:44:16 PM »
The demo server's up.

4
General Discussion / Melee Combat Demo Server
« on: July 10, 2018, 10:29:14 PM »
I'm going to be hosting a server demonstrating a combat system me and Buddy (mostly Buddy) made around 2-3 months ago.

Before I explain how it works, credits to Bushido and anyone else who worked on T+T for the melee weapon models used, Crystalwarrior (and everyone else who worked with him) for the Health system, body system, loot system, and the block mechanic (All of which were taken from Despair Syndrome and modified.) and also credits to him (and, again, everyone else who worked with him) for making Weapon_Base_Melee.

Anyways, here's how the melee works:

Left clicking swings the weapon, as you would expect. Most two-handed weapons have a windup before you swing (windup length varies between weapons). One-handers also have a wind-up, but it's fairly short.

Holding left click will charge an attack. After holding LMB for a certain amount of time, a star appears. Releasing LMB after the star appears will allow you to do a much more damaging attack. This attack, when done with two-handers, will have no windup. (Keep in mind that swing are not instant.)

Right-Clicking lets you block. You can hold up a block for only 2 seconds before you automatically unblock. If you fail to block anything, you will not be able to block for the next 2 seconds. If you successfully block one attack, you can instantly throw up another. Blocking an attack drains your opponent's stamina, the amount drained depends on what weapon you block with.  Blocking is instant, as soon as you right click you will block any attack that hits your front. There is absolutely no delay.

Swinging your weapon, running, and jumping all cost stamina. Stamina is very important, as certain weapons directly damage your stamina. These weapons are non-lethal, and if a non-lethal weapon causes you to reach 0 stamina, you will be knocked unconscious (Don't worry, Self Delete will be enabled). Many weapons are non-lethal, but most are lethal. Stamina constantly regenerates, but at a slow rate. Always keep track of and manage your stamina, as you can't swing when it gets too low.

A dead or unconscious player's body can be examined by left-clicking it. Left-clicking a body will show you what damage-type killed them, how many hits they took from the back and the front, and if the body is warm, lukewarm, or cold. Pressing the light key on a body will allow you to loot it. The building controls are used to navigate the looting menu.

All melee weapons use tracers instead of hitscan or invisible projectiles. (Thanks to Weapon_Base_Melee)

I might not have touched on absolutely everything, but these are the most important things to know.

The server will start today at 12:45PM(EST) and tomorrow around afternoon. The server name will be Paul Denton's Melee Weapon Demo.  While I'm hosting, please give me any criticism on the system, I'll listen to all of it and (try to) fix it accordingly.

This add-on will be private, most likely for the foreseeable future due to it not being finished (and the lack of people to finish it).

5
General Discussion / Re: Unnamed Survival Gamemode
« on: December 20, 2016, 06:43:31 PM »
It's a good thing in murder mystery-type games but not in action games like this one.
It can be in both, actually.

6
General Discussion / Re: Unnamed Survival Gamemode
« on: December 15, 2016, 08:02:15 PM »
Mind making a good melee system? Maybe also make blunt weapons KO for X seconds instead of outright killing someone?

7
General Discussion / Re: MEDIEVAL RP PLS UNBAN
« on: October 03, 2016, 05:44:30 PM »
Poor lad

8
Add-Ons / Re: INH - Musket Pack!
« on: August 28, 2016, 02:11:33 AM »
The first image made me think that you could block attacks with these weapons. What a tease.

9
General Discussion / Re: Apocalyptic MFRP
« on: June 15, 2016, 11:36:13 PM »
Bump.

10
I bet you're going to abandon this.

11
General Discussion / Re: Apocalyptic MFRP
« on: June 14, 2016, 05:47:41 PM »
Had to do some stuff, expect it be up at 7:30.

Edit: Had to close it because I have to do some stuff, hosting again tomorrow.

12
General Discussion / Re: Apocalyptic MFRP
« on: June 14, 2016, 01:08:06 AM »
Going to host a testing thing to test out the combat system.

Tomorrow, whenever I wake up. (2-3PM)

13
General Discussion / Apocalyptic MFRP
« on: June 13, 2016, 10:16:36 PM »
This Apocalyptic MFRP is under development.

After a few months of brainstorming, I've come up with a system that I'm going to test out with anyone that wishes to test it.

This is not everything I have come up with, and I was limited in time to type.

Player:
You will start out as a single person, you have to loot and scavenge to get the resource to create a faction. You may select perks listed below to create your character, you cna not change them at any point.


Faction system:
Factions require food and liquids to maintain, running out of these will cause your faction to rebel. Factories are able to produce resources at a rapid rate, but require maintenance, and must be supplied with resource to produce products. You are able to set up makeshift farms, and all units are affected by what you see below. To make efficient use of your units, assign them based on their perks.


Perks:

Strong: Increased resistance to all types of damage, 20% consciousness damage/ condition damage output, decreased moves per turn, agility decreased.

Tactical: Increased agility and move points per turn, hiding is more effective, dropkick instantly available, 20% damage output/input penalty.

Intelligent: Crafting uses less resource, parrying instantly available, slight agility decrease, 10% damage output decrease.

Survivalist: Food/drinks are 30% more effective, ability to tell poisonous mushrooms/berries apart, bleeding wounds clot 20% faster, natural healing speed and effectiveness reduced by 20%.

Medic: Able to see blood meter, know blood type immediately, bloodbags are 20% more effective, condition slightly increased, consciousness decreased.

Sadist: Sanity is increased when injuring someone, pain increases faster.

Debuffs:

Stunned: Unable to do anything until it is gone.

Stagger: Unable to do anything, fall back a few paces.

Knocked down: Causes you to fall, able to dodge attacks while fallen, must get up to attack.

Unconscious: Unable to do anything, makes you lootable, lasts out of combat for 1-20 minutes.

Comatose: Unable to do anything, makes you lootable, lasts out of combat for 1-3 days.

Bleeding: Constant reduction in blood meter.

Internal Bleeding: Constant reduction in blood meter, requires surgery.

Broken bones: Affects movement or carry weight, unable to wield some weapons.

Recovery: Unable to do anything that can harm your opponent for 1 turn, and 1 turn only.

Sick: Multiple types, reduces Immunity meter.

Asleep: Unable to do anything until Fatigue meter fills, will wake up if approached or injured.

Combat moves:

Block: Avoid damage from a melee attack, slight chance to fail.

Parry: Avoid damage from a melee attack and put opponent in recovery, very slight chance to fail. (Must be learned)

Kick: Do very slight condition damage and slight conscious damage, can get past blocks and parries, can fail, not available all the time.

Dodge: Dodges an attack, chance to put enemy in recovery or put you back a few paces, can fail.

Sweep: Stun an enemy for 1 turn, chance to fail, not available 100% of the time. (Must be learned)

Dropkick: Stun an enemy for 2 turns and deal conscious damage, chance to fail, not available 100% of the time, will stun you for 1 turn after doing the action. (Must be learned)

Jab: Jab the enemy with whatever weapon you have, reduces or increases damage depending on weapon type, able to stagger.

Slice: Slice with whatever weapon you have in your hands, normal damage, can stagger.

Flurry: Attack an enemy multiple times, will put you in recovery, able to fail, not available 100% of the time.

Tackle: Tackle an enemy to knock you both down and put your opponent in recovery, can fail.

Stomp: Keep an enemy knocked down, stuns for 1 turn, can't fail, not available 100% of the time.

(Not the full list)

Meters:

Condition: The most important meter, if it's reduced to 0, you die.

Blood: Amount of blood in your being. (Hidden.)

Consciousness: Measurement of your consciousness.

Fatigue: Measures how sleepy you are.

Hunger: Measures your need for food.

Thirst: Measures your need for liquids.

Weight: Measures the amount of weight your items combined are.

Sanity: Measures how sane you are, if it hits 0, your character will suffer huge debuffs.

Pain: Measures your character's pain levels, affects consciousness.

(Not the full list.)



14
General Discussion / Re: The Creation of Succ (Server)
« on: June 13, 2016, 03:42:40 PM »
It's up.

15
General Discussion / Re: The Creation of Succ (Server)
« on: June 12, 2016, 06:34:31 PM »
It's going up tomorrow at 5-7 PM.

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