How to Simulate Loss of Consciousness in RoF (with video)
Posted 14 August 2013 - 15:05
I've worked on this over the last few weeks just for kicks. It's for single player missions only because if it's used for multiplayer I believe the effect will be applied to everyone on the server. I don't know if it can be isolated to one player, but it would be great if it could be as I would then implement it in my multiplayer missions
I decided to do this since I recalled in the old Red Baron 3D that whenever you are wounded you really had a limited timeframe to get home before you died. I thought that if a definite incentive to break off for home was needed in RoF, this would be pretty cool to see if it was possible.
Anyway, I've used the mission editor to simulate losing consciousness when your pilot is wounded, so the download in this post will work mods off or on with no problems. Here is a basic rundown…
What is it?
Once your pilot is wounded it sets off the sequence of three progressive stages where you lose consciousness at random intervals (progressing through the stages is also randomised), but your chances of losing consciousness begin increasing the longer you are airborne until eventually you progress to the "death stage" where you gradually black out (blood loss) completely and die. If you land/crash safely before the death stage finishes you will survive.
I've made a video about it where you can see what all three stages and the death stage looks like so you can get a better understanding of it.
In the download I've included a non-random test mission for you to fly it and see the effects quickly (just shoot yourself in the pants or crash the plane), as well as a group file so you can insert it into your own mission as well as modify it if you want. Extract the black.jpg to your data folder, and extract the wounding test mission to your missions folder to see it in SP.
It probably won't get any use unless I made my own campaign, but I just thought I'd share it here in case anyone wants to use it. Enjoy.
Thanks to Panthercules and HotTom for helping me test it
Loss of consciousness files
Posted 14 August 2013 - 15:52
BTW - I found that it increases the effect/immersion if you discipline yourself to let go of your joystick/controller during the "blackout" periods, to avoid the natural tendency to try to keep flying through them.
Posted 14 August 2013 - 16:12
Well in most cases online, the guy who shot me is more than happy to help with the 3 stages and death.
Posted 14 August 2013 - 16:21
Posted 14 August 2013 - 16:28
Posted 14 August 2013 - 17:38
Posted 14 August 2013 - 18:06
The problem I had was that, when wounded while letting an AI enemy shoot me, my plane came apart from being shot up long before I got through all the stages – but that's probably realistic.
That's probably why Req's demo shows him shooting himself – a controlled experiment.
I'm not sure the sound effects would add much immersion. After the first few time you heard them and the "Wow!" response fades, I think it would just be predictable and annoying. We had a sound effect in Steel Beasts when a crewman hit his (helmeted) head when the vehicle hit an obstacle. He would just make an "oof" sound. It was very understated and very cool, I thought. But, after awhile, even that got to be a predictable "same old" feature. Perhaps a "Curse you, Red Baron!"?
Anyway, if you're curious, try the download as a mission. It's quite a bit more complex than what we have now.
Posted 14 August 2013 - 20:30
Posted 14 August 2013 - 21:36
only joking people.
Lieut. (A./Capt.) Andrew Weatherby Beauchamp-Proctor, D.S.O., M.C., D.F.C., No. 84 Sqn., R.A. Force.
Posted 14 August 2013 - 23:19
It's possible to integrate it into missions. It is just a bunch of a triggers and media events linked to a player aircraft. Just a matter of the will to figure out how to apply it to a player's aircraft for every mission they take.
Cool - would there be a way to create a JSGME-ready mod or similar approach to easily inject this routine into any target mission file? Maybe you could talk with Pat and see if he could incorporate it into his PWCG, perhaps as an option that could be selected or not at the player's option? And maybe check with Vik and see if there's an easy enough way for it to be built into the career mode missions?
Posted 15 August 2013 - 08:18
Posted 15 August 2013 - 10:02
Posted 15 August 2013 - 12:03
You need to manually add it in a given mission to work, is that correct?
Yes it needs to be manually added to the player's aircraft. You can check out the group file to see how it works and how the player's aircraft has event links to certain triggers.
Posted 15 August 2013 - 14:40
Posted 15 August 2013 - 16:28
I have a small issue with the apparent accuracy of the Scout AI, don't get me wrong, it is VERY close to perfect. But I've had multiple occasions where in a passing spray of fire from enemy machines, my pilot is the only thing hit, and this between a swerving, very wide spary/arc of bullets from enemy craft. It should happen ocasionaly, but not as often as it does, and I think it is a minor tweak that needs to be made. I would hate to lose a campaign/career pilot who was forced to black out from a nicked finger recieved from an innacurate spurt of fire at extreme range, where the three rounds fired touched nothing in my machine but me! lol
Oh, and I do like the heavy breathing concept, it could even progresively slow down to nothing, or a death wheeze as you die.
'Flight leader, fuel check - I have "E" gallons sir.'
Posted 15 August 2013 - 16:49
Something something SPAD. Something something then dive away.
Posted 15 August 2013 - 18:12
I am all for it !
kpt. pil. / Capt. Sahaj / Operations Officer / 1. Eskadra Mysliwska / 1. Pulk Lotniczy / http://www.1pl.boo.pl
Posted 17 August 2013 - 13:43
Posted 17 August 2013 - 15:43
Posted 18 August 2013 - 09:30
Since the death sequence is a fade to black and is different from the black outs, I personally don't see the need for the subtitle "You are dying". It is intrusive to the experience.
I agree with Vander, a laboured breathing sound would be a better indicator that your time is really running out. Just a constructive suggestion.
Posted 18 August 2013 - 12:31
I am working on getting it into PWCG 14.0. No promises, but I will try. Use will be optional.
Posted 18 August 2013 - 12:53
As for the sound effects during the fade to black, it is something I considered (along with a sound effect for when you are wounded), but I don't know if something like that is distasteful. If anyone wants to make recordings of some effects they want and send them to me via PM I'll put them in and see what its like.
Posted 19 August 2013 - 06:55
That was eerie…and a MUST ADD for RoF.
Looking forward to having this in PWCG!
I like the idea of the breathing. Adds another dimension and would be a terrific addition.
Posted 20 August 2013 - 05:10
Posted 20 August 2013 - 21:34
Posted 20 August 2013 - 22:29
Posted 21 August 2013 - 10:15
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