Any 2.5D Obstacle Examples for Cover Shooter?

Aerisetta

Active member
I'm trying to make some obstacles to act as cover in my shooter game, I was wondering if there was good examples of some like this existing in the game already. Or some tips on how i should approach it.

Currently I put a few DRUMS next to each other (they are proper size, not drawmethod scaled) but it doesnt seem like a good solution. I would like to be able to

Make permanent or breakable fixtures in the environment.
I want to be able to move smoothly around them (currently i always get stuck in the drums)
I want the fixtures to block bullets but play different hit sound and hit flash as normal (not dictated by attacker)
Advanced: it would be awesome if I walk near the cover and the player can enter a crouch animation, then if I press shoot player will get back up and shoot (this isn't a must, but my dream scenario like cover shooters (division, mass effect)

Below is what i looks like right now
 
Make permanent or breakable fixtures in the environment.
All you need to do is make an obstacle immune to the damage using defense properties. Setting defense all 0.0 makes a model take 0% damage from all non special damage types (i.e. stuff like timer or falling into pits). Look up defense in the manual. If it isn't obvious, assuming bullets and melee use different types, you could make objects that are any combination of vulnerable to resistant to either/both.

I want to be able to move smoothly around them (currently i always get stuck in the drums)
Sorry, no magic bullet for this issue. This just comes down to carefully tweaking your boxes / platforms. If they are done right you won't get stuck. You could write some really complex logical workarounds, but it's almost never worth it.

I want the fixtures to block bullets but play different hit sound and hit flash as normal (not dictated by attacker)
One of the engine's most basic features is the ability to set a custom flash and sound for models when they take hits. To handle sounds, here's a universal tip: Don't use hitfx, ever. Instead, put your hit sounds into the flash models themselves. This ties the sound directly to the flash and gives you a lot more control.

it would be awesome if I walk near the cover and the player can enter a crouch animation, then if I press shoot player will get back up and shoot (this isn't a must, but my dream scenario like cover shooters (division, mass effect)
As you might guess, doable, but maybe a bit too advanced for you right now. You'd need to have some logic that monitors your position vs. obstacles in the area, and if they are big enough, proper type, etc. for cover, and then decide what animations to play based on player commands. Ex: Would the character automatically duck if they were close enough, or would the player need to keep "pushing" against the object? Without details, we can't really tell you much more. I'd suggest writing a flow chart or truth table on what types of objects might be around and how you want behavior to work. Then we can look at implementation.

HTH,
DC
 
All you need to do is make an obstacle immune to the damage using defense properties. Setting defense all 0.0 makes a model take 0% damage from all non special damage types (i.e. stuff like timer or falling into pits). Look up defense in the manual. If it isn't obvious, assuming bullets and melee use different types, you could make objects that are any combination of vulnerable to resistant to either/both.


Sorry, no magic bullet for this issue. This just comes down to carefully tweaking your boxes / platforms. If they are done right you won't get stuck. You could write some really complex logical workarounds, but it's almost never worth it.


One of the engine's most basic features is the ability to set a custom flash and sound for models when they take hits. To handle sounds, here's a universal tip: Don't use hitfx, ever. Instead, put your hit sounds into the flash models themselves. This ties the sound directly to the flash and gives you a lot more control.


As you might guess, doable, but maybe a bit too advanced for you right now. You'd need to have some logic that monitors your position vs. obstacles in the area, and if they are big enough, proper type, etc. for cover, and then decide what animations to play based on player commands. Ex: Would the character automatically duck if they were close enough, or would the player need to keep "pushing" against the object? Without details, we can't really tell you much more. I'd suggest writing a flow chart or truth table on what types of objects might be around and how you want behavior to work. Then we can look at implementation.

HTH,
DC
Thanks a lot! I'll try out some of the advice you gave first.
 
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