Posted by Data in Cortex Command - October 27th, 2006

While working on the joystick code, I hit a snag:
http://www.allegro.cc/forums/thread/588230

Not 10 hours later, I had a patch for the problem! Amazing! Thank you gnolam for the awesome effort!

Head GibIn other news, we’ve implemented GIBBING! Yes, now any MOSprite can have a limit of wounds at which point it will gib into completely custom number and types of chunks of whatever else!

So, for example, each part of the body of any actor can become gibbed if it receieves enough wounds. It’s pretty sweet to watch. The green soldier’s head will, after receiving 4 wounds, break into about a hundred blood MOPixels, a few larger chunks of meat (MOSParticles), and one single helmet MOSRotating:

AddActor = Attachable
    InstanceName = Green Clone Head
    […]
    AddGib = Gib
        GibParticle = MOPixel
            CopyOf = Drop Blood
        Count = 100
        Spread = 3.14
        MaxVelocity = 10
        MinVelocity = 1
    AddGib = Gib
        GibParticle = MOSParticle
            CopyOf = Flesh Chunk 1
        Count = 3
        Spread = 3.14
        MaxVelocity = 10
        MinVelocity = 1
    AddGib = Gib
        GibParticle = MOSRotating
            CopyOf = Helmet Gib
        Count = 1
        Spread = 3.14
        MaxVelocity = 10
        MinVelocity = 1
    WoundLimit = 4

Just wait till we get the rocket gibbing properly! The wound limit is just one of the criteria for gibbage to happen: a hard enough impact with terrain or other MOSprites will also cause it to trigger. So prepare to see some real carnage if you slam your dude into a concrete wall, or crash the rocket recklessly…

Another thing on the effects front is a more impressive explosion for the rocket and other heavy machinery. It’ll basically be a particle type which leaves stationary fire balls after itself. The fire balls will then turn into large black smoke balls and finally dissipate. Hopefully it’ll add some burning-fuel-looking substance to large explosions.

You can follow any responses to this entry through the RSS 2.0 feed.
Both comments and pings are currently closed.


17 Responses to “Open Sores in action!”

  1. Lorne Whiting - # October 27th, 2006 at 6:39 pm

    Sounds, and looks, great. Seems like we’ll have to make the shotgun less powerful though.

    Do you check out the mods on the forum. Or more importantly mine (Inane)?

  2. Lorne Whiting - # October 27th, 2006 at 6:43 pm

    Also, for some reason you can only see the animation when you go to the individual entry, rather than the blogs ‘frontpage’.

  3. Lorne Whiting - # October 27th, 2006 at 6:44 pm

    Third message: Never mind. You just updated it before I clicked to go to the comments.

  4. Data - # October 27th, 2006 at 6:48 pm

    Indeed – you, sir, are too fast 😉

    Hm… seems to me like a point blank shotgun blast to the head should be fatal, no?

    I’ve been busy busy working on the code… I’m definitely going to check out the forums and mods soon though! Keep it up

  5. Linongion - # October 28th, 2006 at 1:28 am

    This is very cool, and fun looking, but it seems we will have to become experts in the ways of movement… or we will die as the gorillas we are now!

  6. Data - # October 28th, 2006 at 2:03 am

    whaaa?

  7. Fat Zombie - # October 28th, 2006 at 2:01 pm

    Ooh. This looks to be a neato feature of awesomeness. Now our characters are more fragile than ever!

    And my Rocketman shtick may become a bit… fatal.

  8. The Punisher - # October 30th, 2006 at 9:49 am

    NICE!!!! OMFG!!! CANT WAIT!!! But what about the cannon, if you hit another man does his head explode? 😀 ❓

  9. Data - # October 30th, 2006 at 9:51 am

    Yup, that will be a blunt impact with a lot of force, so it should trigger the gibbing as well. We just need to make all the gibs for all the different objects and tweak everything accordingly…

  10. Tazers - # October 30th, 2006 at 3:16 pm

    That kicks ass

  11. The Punisher - # October 31st, 2006 at 11:29 am

    This will be T3h gam3 0f bl00d! cant wait 😀

  12. Archonos - # November 1st, 2006 at 8:05 pm

    Alright, first, this looks and sounds amazing. Great job.

    Second, that bit of code you have there, do I add that into the actor page to get gibbing for the green clone, or will that not work?

  13. Data - # November 2nd, 2006 at 12:06 am

    It won’t work with the currently released build since it doesn’t contain the code in the actual program to understand those data properties.

    However, as soon as the next build is out, you can add those properties to pretty much anything in it and have it gib!

  14. The Punisher - # November 2nd, 2006 at 7:31 am

    COOOLLLL!!!!!!

  15. Shogoll - # November 2nd, 2006 at 8:58 am

    Isn’t there some really crappy bypass way of adding it in in this version?

    Make it so instead of bleeding when shot, it should remove it’s self and throw out custom gib sprites.

    That might be possible.

  16. The Punisher - # November 4th, 2006 at 4:40 am

    I hate the bleeding thingy… its so boring… I use all my money on my Minigun and a stupid twin-a55ed robot come and shoot me, I kill him.. But after some time I was killed by the bleeding >_> We need some kind of medic thingy!!

  17. Zack - # March 18th, 2007 at 2:55 pm

    http://viewmorepics.myspace.com/index.cfm?fuseaction=viewImage&friendID=78278880&albumID=0&imageID=5011905 look at this its a dropship idea for DATA