Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

View Stats:
Normal Firearms for Sosigs Setting
After playing a bit of Hideous Destructor(realism/mil-sim mod for doom) I was a little disappointed the enemies use weird toy guns instead of real guns. Why?

Picture a scenario where you play Take and hold with an AK, the enemies you're fighting are using the same type of weapon. You find some unlucky sosigs right around the corner and quickly clear the room. After their unfortunate demise they drop their firearms onto the ground (along with an extra mag or two on their body). You then pick up their weapons, steal the magazine, and throw the gun away.

I guess you could also just make sosigs drop ammo on death, but I don't think that's how h3vr would tackle such a problem, seems way too simplistic for a game with such complex firearm manipulation.
< >
Showing 1-7 of 7 comments
Marstruc Apr 2, 2021 @ 7:28am 
I'd hazard a guess that "why" is because they literally are toy guns, not necessarily for player use (though players can use them regardless), plus it's funny and in line with the game's humour.
Take and Hold is designed around players getting firearms from supply stations, or in the case of having nothing to use, then using the sosig guns as a basic backup.
ReverendTed Apr 2, 2021 @ 8:41am 
I presume there's also an issue of level of detail (LOD). If you had a room full of SOSIGs with real weapons, every one of those weapons would need lower detail models and animations generated so that the detail didn't completely bog down the framerate. If only the player uses real weapons, then the real weapon models can all be "player model" LOD.
Wolfsmaul-GER Apr 2, 2021 @ 9:11am 
player weapons can lag the game if there are a bunch of them, even more if they are being affected by physics non stop
[RUST]Grumplestiltskin  [developer] Apr 2, 2021 @ 2:07pm 
Player weapons are -incredibly- complex constructs in H3. They are an order of magnitude or more too complex to be having 20-30 of running around being used by AI. Additionally, due to they all being operated differently, and built to be operated using actual hands, I would have to write a preposterously complex extra layer, honestly a whole new approach to AI, to actually handle said weapons.
Silly Driver Apr 2, 2021 @ 4:57pm 
You could just make the sosigs use "fake" player weapons (reskin sosig guns) that turn into actual player weapons once the player interacts with them or when the sosig dies.
That way you wouldn't have to worry about the teaching the 20-30 AI running around to use complex weapon mechanics.
[RUST]Grumplestiltskin  [developer] Apr 2, 2021 @ 5:13pm 
I mean no, that's still a huge oversimplication of the situation, but I'm not going to argue this. I've explained to you why the game is structured how it is. It isn't changing.
Last edited by [RUST]Grumplestiltskin; Apr 2, 2021 @ 5:14pm
Silly Driver Apr 2, 2021 @ 6:16pm 
=(
< >
Showing 1-7 of 7 comments
Per page: 1530 50