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Poll: How do you think bone-based damage should be added to Xonotic?
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In the damage code and enabled by default (replace the current damage system)
35.71%
10 35.71%
In the damage code but disabled by default
3.57%
1 3.57%
As a mutator (disabled by default)
28.57%
8 28.57%
Don't even bother coding this, the idea is too bad
32.14%
9 32.14%
Total 28 vote(s) 100%
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Bone based damage system (feature vote and debate)

#16
Right... it's official then. I was unsure if animations are also available for the server to know all the time. And given the forcemodels issue, it makes this even less possible. I wouldn't want it getting in the way of other features especially ragdolls.

I might go with my other idea then, which is to cvar damage points against the player's origin. So for instance, to define damage for the right arm, you'd use '2 0 4' (a bit to the right and a bit more upward) instead a skeletal bone. This would be completely model-independent and models would not influence gameplay. You also wouldn't be looping through a large number of bones but read some fixed origins instead. If I go down this path, I likely won't code it as a mutator, but an (optional) feature in the damage code. Does this sound like an ok alternative?
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RE: Bone based damage system (feature vote and debate) - by MirceaKitsune - 05-14-2012, 11:12 AM

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