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Posted

Just posting a picture showing the lateral range an EMP will start defrosting at. Ignore the cylinder part. Just the circle at the bottom. 128 unit sphere radius (X, Y and Z) from the center of the feet, which in terms of game scale is the height of a standard door. FoV distorts things somewhat. On the bottom picture the bigger circle is the EMP blast radius for electronics not the defroster flare.

 

573b9e1de6200_emp_range.jpg

 

573ba2458827b_emp_range2.jpg



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Posted

Actually seeing the circle wouldnt help people throw any better. Might as well have circles around players to show how close they have to get frags to damage them. :lol:



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Posted

I was thinking something along the lines of a pulsating circular wave originating from the EMP's location. It dies away when the EMP field expires... 



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Posted

Yes I know. But it wont help throwing and the new fx wouldnt be fully accurate because the actual distance can be set by the server. A bit more than 128, or a bit less. However 128 is a good balance. Not hard if you can throw reasonably accurately. And not so easy so as to make it like throwing frags or firing tubes. Take the server as it is now. Increase range by %50. Is that better for balance? Or worse? You have to answer both as the thrower and as the enemy team.   :happy:



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Posted

Don't increase/decrease range.

 

When you say set by the server, I am assuming you are thinking of other servers out there. We're running this mod on our server. Are you saying our server will set the range on a per map basis? 

 

What I mean to say is that it will give a rich user experience when you see a wave like animation around the EMP. Would not help anyone throw any better but the RCXDs would know where an EMP field exists. I believe people have plenty of defense against RCXDs now. 



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Posted (edited)

edit: ooops, ignore this.

 

ok edit again.

 

The flare and sparks are supposed to help you see as an emitter that an area is affected since emp is invisible. Maybe a bit small but also have to account that this server set the car to drive like someone that drank way too much red bull. I will look around to see if there is some other existing fx I can use that might be better. Either that or in the future I could try and see about something like a small air shockwave that acts as sort of a subtle distortion field. Kind of like what some fire barrels do. It wouldnt be exact since that kind of thing has a degree of randomness like smoke. It also may not look very good to be worth it assuming people even bother to pay attention. Most people think 'just drive, baby'.

 

In any case, I prefer not to add any more fx assets if at all possible. The #1 criteria for any of them is whether or not it serves an important purpose and is not just something that looks cool. If I could, there are lots more fx I would love to add.  Also have to account for the number of emp nades people throw at any one time. The more fx compiled into the mod the more likely a map will fail due to asset limits being exceeded.

Edited by Sammy

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