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DarkBASIC Professional Discussion / 3d rpg tutorials or advice?

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Disrupter52
15
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Joined: 9th May 2011
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Posted: 13th Jun 2011 02:46
Hey guys,

Im currently thing of doing a 3d 3rd person kinda of game similar to the combat in Mount and Blade. Im wondering though how you would set up the hit boxes around weapons and characters for melee weapons?
Dia
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Posted: 14th Jun 2011 17:16
just wondering... why hitboxes?

I don't know Mount and Blade, but as far as I know, most rpg's don't use hitboxes to determine weapon hits or anything. Instead they use some form of random number generator and modifiers (think DnD type stuff) to determine whether or not they hit each other.

Hit/Spell effects tend to just get pasted onto the target model (sometimes using null limbs for positioning etc)

This is not the Sig you are looking for....
Disrupter52
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Posted: 14th Jun 2011 18:23
Maybe not necessarily hit boxes, but i want combat to be actual and skill based rather then randomly generated. I hate rpgs that base combat off luck and numbers then actual ability. Mount and Blade combat is very much swinging to kill your opponent and having to outwit them and not out math them.
Grog Grueslayer
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Playing: Green Hell
Posted: 15th Jun 2011 06:39
Most RPGs are based on D&D rules using user skills/stats so it's easier to determine hits/misses and everything else with a small bit of randomness to make it interesting... that's just normal.

Disrupter52
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Posted: 15th Jun 2011 08:30
Alright, semantics aside, does anyone have any useful information for me?
Neuro Fuzzy
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Posted: 15th Jun 2011 09:05
sparky's collision.

Err, but it's not easy to make a 3d skill based combat game like mount and blade. They also pipe in stuff through a bit of a physics simulation.


Why does blue text appear every time you are near?
Grog Grueslayer
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Playing: Green Hell
Posted: 15th Jun 2011 11:26 Edited at: 15th Jun 2011 11:42
Quote: "Alright, semantics aside, does anyone have any useful information for me?"


I just looked it up. Combat in Mount and Blade is determined by Weapon Quality, Player Skill with that weapon type, and speed of the player relative to target.

So if an NPC is running at you (speed 20) welding a rusty dagger (quality 10) that he's barely good at using (skill 30). He's got a total of 60 points.

And you're on your trusty steed galloping toward him (speed 60) and you've got your new shiny battleaxe you just bought (quality 100) that you're decent with since you've been practicing (skill 70). You've got a total of 230 points.

You're going to slaughter that guy.

But of course weapons also have ranges so if he manages to get right next to your horse you can't hit him with your battleaxe. He'll be stabbing your legs with his rusty dagger which gives you lockjaw instantly so you can't call for help.

Kezzla
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Location: Where beer does flow and men chunder
Posted: 15th Jun 2011 11:51
hmmm,

id try something like the following



you could probably even make it detect specific limbs somehow.

Sometimes I like to use words out of contents
Disrupter52
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Posted: 20th Jun 2011 22:05
Alright thanks guys. Ill give it a whirl.

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