Pet Rock Posted June 23, 2024 Share Posted June 23, 2024 This is what I mean: Before: After (ignore my crappy editing skills): Some things to note: -Players would still hop on and off the boat, as it is at a raised level to the ice. -The ice platforms directly around the boat would not melt into ice circles to prevent weird hitboxes. -This would make the fight feel more immersive and would be cool if ice sheets were added as a new seasonal event on the ocean. Also, add crab guard pet please klei Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/ Share on other sites More sharing options...
dst_lover Posted June 23, 2024 Share Posted June 23, 2024 i think it will be hard for them to add it like this but it will be very cool Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728517 Share on other sites More sharing options...
Masked Koopa Posted June 23, 2024 Share Posted June 23, 2024 Perhaps Klei could also make the ice crystaleyezer freeze water. Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728580 Share on other sites More sharing options...
marshyds Posted June 23, 2024 Share Posted June 23, 2024 2 minutes ago, Masked Koopa said: Perhaps Klei could also make the ice crystaleyezer freeze water. That would be an interesting application for lategame ocean fights n such, since docks only work on coastal water. Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728581 Share on other sites More sharing options...
Jakepeng99 Posted June 24, 2024 Share Posted June 24, 2024 19 hours ago, Masked Koopa said: Perhaps Klei could also make the ice crystaleyezer freeze water. Make it its own post. Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728780 Share on other sites More sharing options...
Mike23Ua Posted June 24, 2024 Share Posted June 24, 2024 This would be cool, but is the hop on/off animation really required? That just seems like a pain in the backside if trying to fight Crab Kings Crab Minions… A frozen boat should become just iced over (you can see it under the blanket of ice) then when the island starts breaking, you can stand over the area where your boats frozen in ice at. Really neat idea! Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728821 Share on other sites More sharing options...
O_Atoba_Azul Posted June 25, 2024 Share Posted June 25, 2024 On 6/23/2024 at 12:29 PM, dst_lover said: i think it will be hard for them to add it like this but it will be very cool Thinking about it, it *maybe* isn't. This'll get a bit technical. WalkablePlatform.SetEntitiesOnPlatform has what dictates that boats should break when on land, so that's easy enough to solve. -- WalkablePlatform.SetEntitiesOnPlatform @L153-160 local shouldbreak = TheWorld.Map:IsVisualGroundAtPoint(x, y, z) -- Health break not brake to stop. if self.inst.components.boatphysics then shouldhalt = shouldhalt or shouldbreak self.inst.components.boatphysics:SetHalting(shouldhalt or shouldbreak) -- Safe to call repeatedly. end if shouldbreak and self.inst.components.health and not self.inst.components.health:IsDead() then self.inst.components.health:Kill() end What they'd need to solve is being able to move the boat, which also isn't too hard, BoatPhysics.GetBoatDrag could apply a large amount of drag to the boat if it's intersecting ice. It definetly is plausible to deal witht the hop on/off states too, but I don't know how off the top of my head. I'm also unsure how it'd handle land-water boundries, but it'd *probably* be fine, otherwise, could just make the ice fully encase the boat. Link to comment https://forums.kleientertainment.com/forums/topic/157459-ice-should-properly-trap-boats/#findComment-1728916 Share on other sites More sharing options...
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