Moving Hogs

9 replies [Last post]
CheezeMonkey
User offline. Last seen 4 years 24 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

Is it possible to have moving hogs collide with weapons? It just occurred to me that some weapons could be made more versatile if this feature was enabled.

Take fire punch for example. Imagine sitting under a hog, then jumping up once with back space (launching his hog into the air too) and then in mid air whacking him with fire punch... Punch!

Personally, i think that would be pretty cool. Big Grin

claymore
User offline. Last seen 1 year 12 weeks ago. Offline
Joined: 2009-06-12
Posts: 306

I think it would involve some rewriting, but this would definitely be desirable. Particularly so weapons like Minigun can reach fruition.

CheezeMonkey
User offline. Last seen 4 years 24 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

Oh ok, so will it be implemented anytime soon, if at all, or is it some where further down the list?

claymore
User offline. Last seen 1 year 12 weeks ago. Offline
Joined: 2009-06-12
Posts: 306

I think nemo plans to implement it, but I wouldn't expect it to be soon. Maybe for .17.

CheezeMonkey
User offline. Last seen 4 years 24 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

Ah ok, I look forward to it. Smile

nemo
nemo's picture
User offline. Last seen 6 weeks 6 days ago. Offline
Joined: 2009-01-28
Posts: 1861

Moving hogs collide with *some* weapons.

Right now, the difference is basically "AmmoShove" which checks the "solid" items list in collisions, and "doMakeExplosion" which checks gear proximity.

If we wanted firepunch to have that behaviour, we would simply need to create a new AmmoShove that has doMakeExplosion behaviour but without linking damage to area of effect.

Right now AmmoShove is used when you want damage to be decoupled from radius.

Explosions have that direct association for a consistent game experience.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

CheezeMonkey
User offline. Last seen 4 years 24 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

But nemo, why not just make that all weapons collide with the hogs? imo it would be more realistic, make many weapons more versatile, and just make it more fun... Smile

jumico
User offline. Last seen 12 years 38 weeks ago. Offline
Joined: 2009-10-15
Posts: 21

CheezeMonkey allegedly wrote:

But nemo, why not just make that all weapons collide with the hogs? imo it would be more realistic, make many weapons more versatile, and just make it more fun... Smile

From how you described it it seems like it would only benefit firepunch, baseball bat, and whip. Perhaps I'm missing something though.

CheezeMonkey
User offline. Last seen 4 years 24 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

it would allow weapons like machine guns to be made, or (imo) it would be fun to do stuff like bazooka'ing a falling hog to boost him into a hole, or maybe have an airplane accidentally hit a hog which was falling or something like that. Smile
But, thats my opinion, and if others dont want to have it implemented its alright. Smile

nemo
nemo's picture
User offline. Last seen 6 weeks 6 days ago. Offline
Joined: 2009-01-28
Posts: 1861

CheezeMonkey allegedly wrote:

it would allow weapons like machine guns to be made, or (imo) it would be fun to do stuff like bazooka'ing a falling hog to boost him into a hole, or maybe have an airplane accidentally hit a hog which was falling or something like that. Smile
But, thats my opinion, and if others dont want to have it implemented its alright. Smile

Machinegun could already be implemented as a trail of explosions.
Just no one has done it yet. Has been discussed a bit, and we have a fair idea of how to handle it.
Main issue is plenty of people with ideas for stuff and a very small number of people actually implementing things :-p.

Having a plane or bazooka hit a falling hog is kind of an edge case, and the extra inefficiency in continually scanning for hog positions instead of just doing land array tests doesn't exactly make it worthwhile to do.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

User login

Copyright © 2004-2024 Hedgewars Project. All rights reserved. [ contact ]