Page 1 of 1

We made *** great again

Posted: Thu Apr 23, 2020 2:49 pm
by Duo
  • Added the new cvar g_blackIsNotConnectedSoWeGetToHaveAProperlyWorkingVideoGame
    • Bitflag 1 = German-manufactured sabers (100 damage saberthrows on gunners)
    • Bitflag 2 = removed rocket HP except for enemy tenloss(mouse1/mouse2) and demp(mouse2).
    • -1 to enable all
  • Fixed spawn invulnerability shield expiring during pause (Sil bug).
  • Fixed sometimes getting stuck and being unable to move when exiting the walker (base JKA bug).

Re: We made *** great again

Posted: Sun Jun 28, 2020 2:59 am
by Duo
Added bitflag 4 to g_blackIsNotConnectedSoWeGetToHaveAProperlyWorkingVideoGame to improve saber throws against enemy jedis:

Saber throw disarm is completely disabled.

Target currently has saber down or is attacking:
The throw deals 100% damage (50 damage against a 50 max HP jedi).

Target is aiming within 12 degrees of the thrown saber:
If the target is pushed/pulled, the throw deals 50% damage (25 damage against a 50 max HP jedi).
If not, the throw deals 0 damage.

Target is aiming within 60 degrees of the thrown saber:
If the target is pushed/pulled, the throw deals 80% damage (40 damage against a 50 max HP jedi).
If not, the throw deals 50% damage (25 damage against a 50 max HP jedi)

Target is aiming anywhere else (e.g. saber hits target in the back):
The throw deals 100% damage (50 damage against a 50 max HP jedi).

This system removes bullshit RNG and makes everything non-random and skill-based, as the defender has to actively aim at the enemy's saber in order to have the best possible defense. This includes all aspects of the saber throw, e.g. when the thrown saber is returning to its owner, you might have to turn 180 degrees to face the returning saber itself instead of simply facing the enemy jedi.

Re: We made *** great again

Posted: Thu Jul 02, 2020 2:47 pm
by Duo
Significantly reworked and improved the new saber throw vs saber system.

Overview:

  • Base JKA saber throw vs saber is incredibly random and inconsistent. Using identical positions and test conditions:
    • Sometimes the saber hits for 100% damage, even on targets that are facing directly at the attacker
    • Sometimes the saber hits for tiny damage
    • Sometimes the saber hits for 0 damage, even on targets that are facing 180° away from the attacker
    • Sometimes the saber hits for tiny damage, goes through the target, and comes back through them for 100% damage
    • Sometimes the saber gets disarmed
    Because of this, much of the work put into making this system was to help saber throw vs saber combat simply be more consistent and deterministic. However, the base code is terribly spaghettified and inconsistent, which makes it difficult to work with and limits my ability to make it 100% consistent. Because of this, the new system is not 100% consistent; more like 80% consistent. Still, that's better than the completely random and 0% consistent base JKA system.
  • You can no longer be disarmed (except by deactivating your own saber in midair).
  • Any target killed by your saber throw will allow your saber to keep moving. Once your saber hits a target that it does NOT kill, your saber will return to you. This applies to both saberist targets and gunner targets.
    • Note that due to the spaghetti saber code, I could not get the saber to return immediately in 100% of cases (still working on that); in case the saber takes a second before it returns, you will nevertheless not be allowed to damage the same enemy saberist twice in quick succession during that second.
  • Damage versus enemy saberists:
    • Base damage:
      • Target facing >80° of incoming saber, or has saber deactivated/thrown: 50 damage
      • Target facing <80° of incoming saber: 30 damage
      • Target facing <30° of incoming saber: 20 damage
    • Bonus damage:
      • Target is pushed/pulled, attacking, or otherwise in some unusual animation: +10 bonus damage
  • The damage numbers above are examples supposing a target with 50 max HP. The damage scales with max HP, so e.g. a 60 HP class will take 60 damage when facing away from the saber (instead of 50), etc. Armor is not taken into consideration (I don't know of any siege class with saber and armor, though).
  • These damage numbers are only for saber throw vs saberists; saber throw vs gunners uses the existing improved damage system.