Bleeding injuries feature

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I'm pretty sure it is in the game, i know once, i was walking around in the battlefield and i was very wounded, and i died, and nobody was around to hit me, and i was hiding behind my men  :iamamoron: i'm not a 100% sure, but i think it said something about a head injury or something
 
EjV_o.jpg
Yeah, looks like I'm the same as florinteal, no KO from bloodloss.  This started when I had a small fraction of my health left.
 
the bleeding trigger is called in over 50 mission_templates (from ships battles to story-line stuff):

插入代码块:
(try_for_agents, ":agent_x" = 1224979098644774912),
		(agent_is_alive, ":agent_x" = 1224979098644774912),
		(agent_is_human, ":agent_x" = 1224979098644774912),
		(store_agent_hit_points, ":hp" = 1224979098644774913, ":agent_x" = 1224979098644774912, 1),
		(agent_slot_eq, ":agent_x" = 1224979098644774912, 26, 1 ),
		(neg|gt, ":hp" = 1224979098644774913, 25 = 25),
		(store_sub, ":hp_minus1" = 1224979098644774914, ":hp" = 1224979098644774913, 1 ),
		(agent_get_position, pos1 , ":agent_x" = 1224979098644774912),
		(position_move_z, pos1 , 150 ),
		(position_move_x, pos1 , -35 ),
		(position_move_y, pos1 , -10 ),
		(position_rotate_x, pos1 , -90 ),
		(particle_system_burst, "psys_game_blood_2" = 1008806316530991107, 1, 100 ),
		(agent_set_hit_points, ":agent_x" = 1224979098644774912, ":hp_minus1" = 1224979098644774914, 1),
		(get_player_agent_no, ":playeragent" = 1224979098644774915),
		(try_begin),
			(eq, ":agent_x" = 1224979098644774912, ":playeragent" = 1224979098644774915),
			(agent_play_sound, ":agent_x" = 1224979098644774912, "snd_breathing_heavy" = 1152921504606847160),
			(display_message, "@You_take_1_damage_from_blood_loss." = 1585267068834415977),
		(try_end),
		(try_begin),
			(le, ":hp" = 1224979098644774913, 1),
			(agent_stop_sound, ":agent_x" = 1224979098644774912),
			(agent_set_hit_points, ":agent_x" = 1224979098644774912, 0, 1),
		(try_end),
(try_end),

encoded:
插入代码块:
0.000000 0.000000 12.000000  0  26 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1720 3 1224979098644774913 1224979098644774912 1 545 3 1224979098644774912 26 1 2147483680 2 1224979098644774913 25 2121 3 1224979098644774914 1224979098644774913 1 1710 2 1 1224979098644774912 722 2 1 150 720 2 1 -35 721 2 1 -10 723 2 1 -90 1969 3 1008806316530991107 1 100 1721 3 1224979098644774912 1224979098644774914 1 1700 1 1224979098644774915 4 0 31 2 1224979098644774912 1224979098644774915 1750 2 1224979098644774912 1152921504606847160 1106 1 1585267068834415977 3 0 4 0 2147483680 2 1224979098644774913 1 1808 1 1224979098644774912 1721 3 1224979098644774912 0 1 3 0 3 0

Just in case you guys were curious on how it works.
 
Those longass numerical strings confuse the hell out of me, but is the block at the end supposed to deal with characters dying/falling unconscious from blood loss, or otherwise with the blood loss coming to an end? Looks like it's meant to trigger when hp is below 1?
 
florinteal 说:
Those longass numerical strings confuse the hell out of me, but is the block at the end supposed to deal with characters dying/falling unconscious from blood loss, or otherwise with the blood loss coming to an end? Looks like it's meant to trigger when hp is below 1?

How to ready from script to encoded and back:

(try_for_agents, ":agent_x" = 1224979098644774912) => the = XXXXX is not part of the script, its the link to the encoded file

(try_for_agents, ":agent_x" ) = 12 1 1224979098644774912
try_for_agents is the operation #12
It only has one argument, so = 1
122449... is a local variable

and so on
(display_message, "@You_take_1_damage_from_blood_loss." ) => 1106 1 1585267068834415977
15852670... is a quick string, the text you see ingame "You take 1 damage from blood loss"

---------------------------------------------------------------------------------------------------------------------------------
With that you can go back and forth from script (python) to encoded (numbers).

Well the trigger tests if the agent is alive/player with less than 25 morale/hit points. It decreases 1 hit point, plays the bleeding effect, yells in pain and adds the message for the log.
It stops sounds if you have 0 HP after bleeding too.

Cheers


 
Right. That's weird though - it stops the heavy breathing sounds but not the bleeding itself? Does it think something else is supposed to happen at that point?
 
You were all right, I just bleed playing the campaign earlier. But sadly, it's very rare, and happens when you have only 10-15 like Sir_Dara said, and you can't bleed to death. I hope it'll be improved, maybe changing the bleed trigger to be active when we are critically hit for example, and be able to bleed to death (same for IA too). And stop/slow bleeding if we use some bandages and when used, playing an animation where we can't move during 30 seconds (but that's maybe difficult, and too much to ask I know...).
 
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