0
Under review

Damage drop-off and Penetration

Crispy 2 months ago in Shooter updated by Marti (Lead Developer) 2 months ago 2

1) The farther away the target is, the less damage the Raycast does.

2) When shooting through multiple enemies, the first enemy the Raycast hits takes full damage, the second takes less damage, and so on.

3) Can define objects that the Raycast can penetrate, and can define their thickness. Damage decreases depending on thickness. This system ties in with 2)

Unity version:
Game Creator version:
1.0.5

Answer

Answer
Under review

We intent to update the Shooter module to support different effects on different limbs. However, because Characters have a big capsule surrounding them, we can't detect each limb correctly. However, we'll be addressing this once we rebuild the Ragdoll system.

Right now, the ragdoll system estimates the shape of each bone based on the bounding box of the skeleton of the character. This heuristic doesn't always work and sometimes will make characters have a very big head. We want to use this estimation in Editor-time instead of runtime, so you can tweak these values to fit perfectly your characters.

Once we have this, we'll be reusing these colliders to also detect where shots are taken (headshot, arm shots, leg shots, etc...).

As for layered shots, it's a good idea. It can be done using Global Variables, but might be a bit cumbersome. We'll take note.

4) Headshots should cause more damage.

Answer
Under review

We intent to update the Shooter module to support different effects on different limbs. However, because Characters have a big capsule surrounding them, we can't detect each limb correctly. However, we'll be addressing this once we rebuild the Ragdoll system.

Right now, the ragdoll system estimates the shape of each bone based on the bounding box of the skeleton of the character. This heuristic doesn't always work and sometimes will make characters have a very big head. We want to use this estimation in Editor-time instead of runtime, so you can tweak these values to fit perfectly your characters.

Once we have this, we'll be reusing these colliders to also detect where shots are taken (headshot, arm shots, leg shots, etc...).

As for layered shots, it's a good idea. It can be done using Global Variables, but might be a bit cumbersome. We'll take note.