Barotrauma

Barotrauma

AVP-Aliens
MIRROR Sep 21, 2024 @ 2:59pm
mote infection revamp
ive got an idea for revamping the mote infection.

there should be these tiny egg clusters (like from the move) as non-movable items like ovomorphs, they act like landmines so when you step on them, they explode and release spores (not as an npc, but as a ranged infection kinda like the husk gas grenades from OASIS) and those caught in the vicinity of the spores get infected

for bloodbursters, i have one small idea, but it will require neurotrauma (sad aint it?)

when the affliction threshold (i forgot the name) reaches about 20% or 15% the host will start sweating, and when it reaches 90% the host will start becoming pale, then receiving rapid spinal cord fractures and will have a seizure, and it will stop when the host dies

(also if possible, you could try making the torso ligaments become flacid or smth, kinda like when the barotrauma affliction makes all your ligaments flacid)

sorry if i wrote it ♥♥♥♥♥♥♥♥
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Showing 1-6 of 6 comments
ПΛПО Dragoon  [developer] Oct 5, 2024 @ 2:06pm 
Originally posted by MIRROR:
ive got an idea for revamping the mote infection.

there should be these tiny egg clusters (like from the move) as non-movable items like ovomorphs, they act like landmines so when you step on them, they explode and release spores (not as an npc, but as a ranged infection kinda like the husk gas grenades from OASIS) and those caught in the vicinity of the spores get infected

for bloodbursters, i have one small idea, but it will require neurotrauma (sad aint it?)

when the affliction threshold (i forgot the name) reaches about 20% or 15% the host will start sweating, and when it reaches 90% the host will start becoming pale, then receiving rapid spinal cord fractures and will have a seizure, and it will stop when the host dies

(also if possible, you could try making the torso ligaments become flacid or smth, kinda like when the barotrauma affliction makes all your ligaments flacid)

sorry if i wrote it ♥♥♥♥♥♥♥♥

I haven't be able to get the "landmine" code figured out. If I do I'm not sure how'd I'd go about implementing them into the game.

Sweating is not happening, I'll look into the pale thing. If it's not too difficult to code in and/or doesn't require lua I could do it. I might be able to have seizures. Not doing the spinal thing because making this mod require neutruma is NEVER going to happen.

Also vanilla barotrauma does not do that. I do see a tinting thing in the code but thats it.
MIRROR Oct 6, 2024 @ 1:48am 
Originally posted by ПΛПО Dragoon:
Originally posted by MIRROR:
ive got an idea for revamping the mote infection.

there should be these tiny egg clusters (like from the move) as non-movable items like ovomorphs, they act like landmines so when you step on them, they explode and release spores (not as an npc, but as a ranged infection kinda like the husk gas grenades from OASIS) and those caught in the vicinity of the spores get infected

for bloodbursters, i have one small idea, but it will require neurotrauma (sad aint it?)

when the affliction threshold (i forgot the name) reaches about 20% or 15% the host will start sweating, and when it reaches 90% the host will start becoming pale, then receiving rapid spinal cord fractures and will have a seizure, and it will stop when the host dies

(also if possible, you could try making the torso ligaments become flacid or smth, kinda like when the barotrauma affliction makes all your ligaments flacid)

sorry if i wrote it ♥♥♥♥♥♥♥♥

I haven't be able to get the "landmine" code figured out. If I do I'm not sure how'd I'd go about implementing them into the game.

Sweating is not happening, I'll look into the pale thing. If it's not too difficult to code in and/or doesn't require lua I could do it. I might be able to have seizures. Not doing the spinal thing because making this mod require neutruma is NEVER going to happen.

Also vanilla barotrauma does not do that. I do see a tinting thing in the code but thats it.

yeah, making this mod require neurotrauma would be quite silly and would deminish some subscribers
valveworshipper Oct 7, 2024 @ 3:41pm 
just make the egg sac get activated via "seeing" or "hearing an organism, with it's "sight" "listening" range being tiny as ♥♥♥♥.
we can try to use creature code to make the egg sac detection as close as possible to how it looked in the movie
ПΛПО Dragoon  [developer] Oct 7, 2024 @ 9:41pm 
Originally posted by valveworshipper:
just make the egg sac get activated via "seeing" or "hearing an organism, with it's "sight" "listening" range being tiny as ♥♥♥♥.
we can try to use creature code to make the egg sac detection as close as possible to how it looked in the movie
What code are you talking about? I mean with that why not just leave it as is but turn down it's site and hearing?
valveworshipper Oct 7, 2024 @ 10:48pm 
Originally posted by ПΛПО Dragoon:
Originally posted by valveworshipper:
just make the egg sac get activated via "seeing" or "hearing an organism, with it's "sight" "listening" range being tiny as ♥♥♥♥.
we can try to use creature code to make the egg sac detection as close as possible to how it looked in the movie
What code are you talking about? I mean with that why not just leave it as is but turn down it's site and hearing?
sight as in how close you can be to it before an npc (including monsters) "sees" you, most obvious with peanut going on agoraphobic hunger strikes
and hearing / listening based on "noise", most obvious with running reactors and moloch specimens
valveworshipper Oct 9, 2024 @ 2:30pm 
oh wait we can just make the bloodburster thing a separate mod
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