Open Mav625 opened 6 years ago
Gotta wonder how this would be integrated into RF tools. Maybe a vehicle component menu will have assignable slots for these different hitboxes. For example, you want something a bit more vanilla (shoot it, it takes off hitpoints), that's assigned to "Hull hitbox", but then there are slots for various components (engine compartment, tracks, wings) to which you can assign hitboxes depending on how in-depth you want to get with it.
Requirements:
Be able to damage key systems in vehicles, like engines or weapons. Also making the damage change how the vehicle functions. These parts would have their own health bars independent of the main health bar. This would probably work best by allowing them to be damaged by small arms fire while not impacting the main health bar of the vehicle. Each of the parts would be located in a certain part of the hitbox of the vehicle.
Example for a helicopter:
Engine: Damage reduces overall thrust; hitbox somewhere in the middle-top of the heli Tail rotor: Damage causes heli to yaw in a certain direction on it's own; obvious location Main rotor: Engine damage + tail rotor damage combined; obvious location Weapons systems: Too much damage prevents the weapon in question from firing; hitbox on the individual weapon (ex. rocket pods)