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FPSC Classic Scripts / Realism Dynamic injury Script

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angusm3
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Joined: 6th Mar 2009
Location: Right behind you...
Posted: 30th Dec 2011 07:15 Edited at: 31st Dec 2011 18:57
This script will continue draining health from the player if he has been hit, the purpose of this script is to introduce the reality of gunshot wounds and the bleedout factor that has been ignored in so many AAA games, the player will need to find medical attention in a trigger zone that has the second script attached in order to fully patch up his wounds and will need to continually heal himself so that he does not die during the mission.

#1 [player will take damage faster depending on how badly he is wounded]


#2 [will heal player when he steps into the trigger zone]



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maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 30th Dec 2011 09:54 Edited at: 30th Dec 2011 09:57
most aaa-titles let this out so the game doesnt mutate to a "find-the-next-healthpack-run". its simply not that interesting outside a survival shooter

same with poison. no good idea to add a realistic agent-orange attack to a game without time limit (10-20 seconds). it would be realistic, but doesnt make fun to continously die through poison-attack while fighting soldiers/zombies etc...

just my 2 cents.

but thanks for the scripts.
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 30th Dec 2011 11:28
I agree with Maho... but still well done with the script... perhaps as me.tioned it can be used in a fast action game

or team based game...

angusm3
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Posted: 30th Dec 2011 16:44
I wanted this for my game because adrenaline will be somewhat plentiful and there will always be a level hub medic to return to. I just thought I'd post it if anyone else wanted to add that extra level of realism to something in their game, perhaps 1 level?

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DoubleRThree
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Location: UK
Posted: 30th Dec 2011 22:30 Edited at: 30th Dec 2011 22:33
This is literally what I needed for my game. Thanks a TON!



P.S. Any License on this?
angusm3
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Posted: 31st Dec 2011 01:19
commercial or non commercial, it's appreciated if you include me on the credits but not required

just happy to know I made something that someone needed!

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VoicesDark
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Joined: 11th Nov 2010
Location: Lockport, NY
Posted: 31st Dec 2011 08:11
I'm actually going to disagree with the couple of people up top that said this wouldn't be that interesting in a game. The reason being is that if you had the health (blood loss) at a lower level so that you didn't die so quickly it would add a level of urgency to the typical duck and cover fps that has become so standardized. I would maybe try to figure out a way to add a random factor to it so it doesn't happen every time you get shot and make it where a first aid kit for example would stop the health loss.
maho76
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Location: universe-hub, playing the flute
Posted: 31st Dec 2011 11:42
Quote: "add a random factor to it so it doesn't happen every time you get shot and make it where a first aid kit for example would stop the health loss."


THAT is absolutely okay and adds tension, but not bleedout with every shot over the whole level, only when you use it as a leveltimer
DoubleRThree
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Location: UK
Posted: 31st Dec 2011 12:23 Edited at: 31st Dec 2011 16:04
The way i'm using is for a horror-survival, where if the guy gets injured by an enemy, the strain degrades him, but he can use the safety and warmth of light the reassure and revitalize him.

I made a second version of your "Recovery" Script, if you don't mind, which allows the player to gradually recover health rather than a full-on instant recovery. Here's the modified script, if anyone has a use for it:





You will be in the credits angusm3.
angusm3
15
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Joined: 6th Mar 2009
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Posted: 31st Dec 2011 18:53
alright thanks!

I'll add your suggestions into another script voices!

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