Infrared

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About Infrared

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    Bambi
  1. Infrared

    unconsciousness system

    I'm a Lead Artist, not a programmer however I've got a friend who is quite fluent in C++, and I asked him just now about how easy it would be to stop player movement and disable controls, aside from the ragdoll effect which would be a different story, he said it isn't that hard to add a timer that generates a certain time after checking damage amount (more damage = longer timer, less = shorter timer) timer would max up to 360 seconds (5 minutes max for the KO for now ) and lastly for the case of whatever engine is being used, I don't know what you would do to disable controls.. Obviously there is more to it, but that is the general concept of it All I do is the 3D models and small time Cpp editing for animations or config of let's say ballistics if I design a new round to be implemented for a new gun, or even the same gun
  2. Infrared

    unconsciousness system

    Nah I remember back when it first came out or something, don't remember what I was doing, but I died a lot I guess you could say and never got knocked out once. I was interested to see if maybe they removed it and I went to the reddit page, sure enough there was talk about it and of course it's not stable, but it's not going to be havoc from a simple wait timer
  3. Infrared

    unconsciousness system

    Odds are they were left out because people didn't like them.. Look at the goings from ArmA: 2 DayZ mod to the Standalone, I believe for a while they took out the unconsciousness you could get from falling from high distances, or getting shot. The reason they took it out was because people hated it, but they put it back thankfully.. I don't understand why people want a realistic game to not have realistic mechanics I highly doubt it had any effect on the ArmA engine and it's stability. I couldn't imagine it being a complicated script / program to write either. Anyway, just my .02