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iniquity

Cut-off / chainsaw

24 posts in this topic

Hey there,

I was just thinking, how will these weapons/tools be implemented?

Can you cut a zombie's leg off? Will it be able to effect static objects or barricades?

Maybe a bit far fetched, but is it possible in the Source engine to cut a board to the right length etc.?

How do you guys think these weapons/tools should or will be implemented in the game?

nmrih_media_release_122507_26.jpg

nmrih_media_release_122507_25.jpg

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Cutting things to the 'right length' is impossible in the source engine, without some huge amounts of coding and TBH, not worth it. The way breakable models are made is with 'debris', so you model the full model, then all it's parts, or something along those lines.

Dismemberment was talked about a long, long time ago, and it will end up being a big feature of NMRiH, but whether we see it in the beta tests or the first release, only a true team member could say.

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I look forward to using both. It would be cool if that hand saw had to be plugged in, and if you pulled it too far away from the socket it would stop working :D

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I look forward to using both. It would be cool if that hand saw had to be plugged in, and if you pulled it too far away from the socket it would stop working :D

Then it would TRULY become a melee weapon. The circular saw looks gas powered, cuz of the red cap on the top, though I can't tell with the chainsaw.

And if it IS plugged in, then it probably won't be as powerful. My dad has a tiny plug in chainsaw that quite frankly, sucks a nut-and-a-half.

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Then it would TRULY become a melee weapon. The circular saw looks gas powered, cuz of the red cap on the top, though I can't tell with the chainsaw.

And if it IS plugged in, then it probably won't be as powerful. My dad has a tiny plug in chainsaw that quite frankly, sucks a nut-and-a-half.

You guys do see the handle which you have to pull on the chainsaw to start the motor right?

Electric chainsaws dont have that.

And as you stated, the cut-off saw has a gas tank.

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Now, are we going to have to find gas for this thing or what? That might be a little annoying.

It wouldn't have to be any different than finding ammo for a shotgun.

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How much use would a plug in chain saw be?

Camp one room with a power 'bar' and 10 saws.

Dismemberment can be done, BB:S is doing it.

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Alright, keep in mind that I'm out of the loop as I've just returned from my hiatus over at the Urban Dead Wiki, but I can tell you guys what was originally planned. Again, this may no longer be grounded in "fact", but hey, it'll kill some time so why not?

Basically the original zombie models were supposed to have break-points, namely allowing players to remove different body parts from a zombie. The target points were the: head, neck, arms, legs, torso. By deleting the Health for that location you caused it to fall off. Note that depleting the Health for the torso caused nothing to fall off unless it exceeded the "max damage". Also, depleting the Health of the torso, head, or neck killed the zombie. Arms and legs only affected how the zombie attacked or moved (+speed).

The max damage was an alternative threshold that, when exceeded, caused a more dramatic effect. For example, you could take a baseball bat to a zombie's head and kill it. When it loses all it "head health" it drops dead. End of story. But if you use a shotgun, and point-blank range (max dmg) fire that into a zombie's head you exceed its "head health", but at the same time exceed the "max damage" threshold for the head. The effect? Instead of just dropping dead the zombie's head explodes. Doing that for the torso caused the zombie to literally explode (note: the amount of damage required to exceed the max damage would require explosives, so this makes sense when put into that context... so not normal weapon could hope to create this effect, as that would be pretty nuts to see that happen in any other situation).

For arms and legs, there would be greater spurts of blood and so on. Depleting the Health of the neck target was supposed to cause the zombie's head to come off (exceeding its max damage would likely cause the head to explode).

Again, this is old design information, so don't hold me to it.

Oh.

So to answer the question, if this all still holds true then the chainsaw/buzzsaw would be able to remove limbs. Also, the original design had the chainsaw run on gasoline. I had suggested that it do the following (this is a short summary):

Turn On/Off - Action requires the player to pull the starter string and rev-up the chainsaw. This takes a few seconds during which the player cannot attack, but can move.

Pro "Off" - Saves gasoline.

Pro "On" - Since it takes a few seconds to start it up, you won't get caught off guard if it's on and idling.

Hi-Rev (Attack) - Press+hold attack trigger to start cuttin'. Uses up gasoline faster, whether or not you are hitting anything with it at the time. Releasing the attack trigger/key drops the chainsaw into idle mode (on, but using less gasoline than when attacking).

Originally gasoline was, once picked up, automatically loaded into the chainsaw. It's "gas gauge" (bar) would fill up over time, but similar to the chainsaw you could attack with it prior to filling up completely. If you did that though you sacrificed the rest of the gasoline from the container. The pro for this method is no "refilling" animation, no waiting (you can gas and go). The con is that if you attack you lose the rest of the gas (and you cannot switch weapons in-between, as it's the same result). Again, this was still under discussion when I left the team.

As for the buzzsaw... no clue. Seriously, that was added after I left. I suppose a power chord would suck, or be funny. My second guess is maybe it runs on batteries or a battery charge. But that's a pure guess.

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I think the basic should apply to this like only if below the waste it chops off both legs if above waist chops off arms or heads

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As for the buzzsaw... no clue. Seriously, that was added after I left. I suppose a power chord would suck, or be funny. My second guess is maybe it runs on batteries or a battery charge. But that's a pure guess.

As stated above, the buzzsaw has a gastank.

I hope that the gas doesnt run out too fast, I mean it doesn't do that in real life.

As for balancing this weapon, it's really heavy so you can't carry too much ammo/weapons.

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I'd rather they weren't included. There are many cheesy and overly violent depictions of zombies in other games, I've always seen NMRiH as a more serious, dark-toned and realistic simulation of the situation.

Power tools do not work as weapons. As used in Dawn2004, they were depicted as a braced tool held in a slot slowly dismembering zombies clinging to the sides of the bus, and that still resulted in a deadly accident. Used in face to face combat, a chainsaw would only disable a limb or two of the opponent while he was busy ripping the ligaments out of your arm.

NMRiH has always appeared something more subtle.

This perspective is even more relevant now that Left 4 Dead will provide professional-grade competition. The only way NMRiH will succeed is if it provides something different, namely a harshly realistic survival simulation in a horror sandbox, to contrast with the fast-paced, small-scale intensity of L4D, instead of providing a pale reflection with weaker assets and interface.

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As long as it slices and dices.. I'll be a happy boy. Doesn't the buzz saw need to be plugged in though? Super long extension cords?

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I'd rather they weren't included. There are many cheesy and overly violent depictions of zombies in other games, I've always seen NMRiH as a more serious, dark-toned and realistic simulation of the situation.

Power tools do not work as weapons. As used in Dawn2004, they were depicted as a braced tool held in a slot slowly dismembering zombies clinging to the sides of the bus, and that still resulted in a deadly accident. Used in face to face combat, a chainsaw would only disable a limb or two of the opponent while he was busy ripping the ligaments out of your arm.

NMRiH has always appeared something more subtle.

This perspective is even more relevant now that Left 4 Dead will provide professional-grade competition. The only way NMRiH will succeed is if it provides something different, namely a harshly realistic survival simulation in a horror sandbox, to contrast with the fast-paced, small-scale intensity of L4D, instead of providing a pale reflection with weaker assets and interface.

The subtlety of tone you want is the responsibility of map-makers. If NMRiH supply them with both dark-survival-gritty-horror (e.g. clubs and sparse guns, shambling zombies, etc) and also the ingredients of adrenaline-pumped mayhem (chainsaws, running zombies and automatic fire), then mappers can create anything at or between the two extremes.

Also, chainsaws might actually be about as dangerous to the survivors as to zombies - but I bet this is reflected in the gameplay. If people aren't on this forum a week after release bitching that some chop-happy comrade chainsawed everyone by accident in a frantic melee (in a good way), I'll eat my brains.

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As long as it slices and dices.. I'll be a happy boy. Doesn't the buzz saw need to be plugged in though? Super long extension cords?

Dude, read the 4 other posts about it RUNNING ON GAS.

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Be nice, Iniquity. Suff3r has respect here ;)

WillWill: I'm a proponent of developers focusing the experience and guiding player-behaviour. Overly ambitious and varied goals are what kill mods. Any opportunity to refine the concept and polish a higher quality/lower quantity game is a good one, for a pre-release mod.

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Doesn't make him immune from correction.

Anywho, the reason many multiplayer mods are so popular - such as ZM - is that the game is loose enough on rules to allow the community to construct pretty much any experience they want. It's silly for the team to try and "guide player-behaviour".

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