Posted: Fri Jul 16, 2010 10:20 am Post subject:
Flame Warrior
Cost: 350
Prerequisite: Barracks, Field Radar
Role: Anti-infantry, Anti-building
Strengths: Deadly against infantry and buildings
Weaknesses: Poor health, problems with fast targets
These pyromaniacs enjoy nothing more than setting stuff on fire. They carry a backpack full of molotov cocktails. When the molotov hits the target (or ground), it creates fires around the impact zone. Any unarmored or lightly armored targets that don't immediately move out of the way will suffer heavy burn damage. The nature of the weapon makes it very good against stationary things like structures, while it can have problems dealing with fast moving targets. The molotov is also very useful against large groups of infantry. When killed the flame warrior drops a molotov to the ground, setting anything close by on fire. This is why care needs to be taken when using them with other infantry units. Last edited by SuperJoe on Thu May 02, 2013 6:24 pm; edited 4 times in total QUICK_EDIT
I dunno, Nod already has the devil's tongue flametank. Also using flame throwers feels kind of dated when TS takes place (around 2030?). The forgotten use outdated weapons and vehicles, so I think it fits them well. Also gameplay wise I think it works well for Forgotten, they usually have infantry doing the same role that GDI and Nod use vehicles for. Flame warrior vs. devil's tongue, mortar warrior vs. artillery / juggernaut, mechanic vs. repair vehicle / repairbay, tiberium flyer vs. sensor array. _________________ QUICK_EDIT
Creating new infantry is a bitch, whether you do it by 3d modeling or by editing the pixels by hand like I do. I'm just finishing up the new scout infantry for Forgotten (I'll post it up soon) and that has taken me ages, I'd rather not go through the same for the Flame Warrior.
But why doesn't it look appropriate for the Forgotten? They wear those armored suits since their main role is base assault and they have to get close to fire their weapon. Also to prevent burns from their own flamethrowers and to reduce friendly fire accidents _________________ QUICK_EDIT
Been thinking of changing this unit a bit. Instead of carrying a flamethrower the unit would carry a backpack full of molotovs, bit like the GDI disk thrower. The molotov wouldn't do too much damage on impact, but it would start some fires at the impact site so it would be very handy to force enemy infantry to scatter. And since buildings can't move out of the way, the unit would be very good against them. The unit would have a pretty high ROF so you order them to fire, then retreat behind other units to reload, then move in again. Think the unit would add some nice tactics into the mix, rather than the bit uninspired flamethrower infantry.
Here's a pic of the infantry shp I've been working for it:
What would be a proper name for the unit? All the Forgotten infantry follow the *** Warrior naming scheme. Flame Warrior? Fire Warrior? Or maybe something more creative... _________________ QUICK_EDIT
Mutant women was planned as Flamethrower for the Forgotten, so yeah even in a german magazine they said mutants would have flamethrower infantry. if you look closely on the mutant women it has no muzzle flash to begin with, hat could be a hint of the previous plan , also look at the tip of the weapon, it has a blue dot, kind of like a stand-by flame. _________________ Hydraw Art on Facebook QUICK_EDIT
Mutant women was planned as Flamethrower for the Forgotten, so yeah even in a german magazine they said mutants would have flamethrower infantry. if you look closely on the mutant women it has no muzzle flash to begin with, hat could be a hint of the previous plan , also look at the tip of the weapon, it has a blue dot, kind of like a stand-by flame.
I like weedguy's pants. Too bad he's a midgit though
I resized the weedguy to match the other infantries (not just a quick resize, but so that all the facings look normal and not stretched out). Might as well release it to public if I remove the unit from the mod.
Anyways here's a preview of the frames I've already done for the new SHP:
Fire can not be outdated XD Some nice recolored units (I guess they are?). By the way your other recolored units are also a nice sight, using some of the public ones myself so thx a lot. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Here's a preview of the throwing animation. Just need to do it for 7 more facings, and for prone frames
Btw is it possible to do projectiles that have multiple facings (like dragon.shp) AND are animated (like discus.shp). The flying molotov would need to have an animated fire and have multiple facings. So basically can you use all these keys on the same projectile:
Rotates=yes
AnimLow=1
AnimHigh=3
AnimRate=1
How would the actual shp need to be ordered in this case? Frames 1-3 would be the animation for facing 1, 4-6 animation for facing 2, etc? _________________ QUICK_EDIT
Are you sure you need it to have facing-specific animations? Like canister.shp, it looks fine if it just spins around every axis. _________________ QUICK_EDIT
Finally got the code finished for the new flame warriors. They are quite fun to use, those molotovs can kill alot of infantry, but getting a direct hit on moving enemies takes some skills. Also they have a very long reload time, so if you miss that first shot you're dead unless you have some backup. They are extremely good against structures if you manage to sneak in an APC full of them into enemy base.
Note that the SHP is still missing the firing anim, that's why they disappear momentarily when throwing.
Incoming molotovs!
This is why you don't keep a large group of flame warriors bunched up.
_________________ Last edited by SuperJoe on Fri May 03, 2013 11:12 am; edited 2 times in total QUICK_EDIT
btw, a nice way to create a random wall of fire is to use the IsFlamingGuy logic. Create a dummy with this so it moves randomly around and then give this one a traileranim of the flames. _________________ SHP Artist of Twisted Insurrection: Nod buildings
btw, the simple animated projectile showing a continuously rotating bottle is really best here imo. At least much better than a single frame facing specific projectile. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm guessing this is pretty much close to as you can get on the projectiles though.
Since as people said you can't have multi-directional animated Projectiles. Besides a spinning bottle looks right for this kind of thing anyway. _________________ ~ Excelsior ~ QUICK_EDIT
Sent Joe some Molotov Sounds which RA3/BFME2 was using. Here's hoping for more fun in these units. Excited to play the Forgotten too. _________________ ~ Excelsior ~ QUICK_EDIT
How about "napalm warrior", "torch warrior" or "Molly warrior" (molly short for molotov)?
it's a bit strange to give a unit a name based on the effect of the weapon instead of the type of weapon, when it's such a common effect like fire. It would be like "explosion tank" for a tank that fires grenades or "slash wound infantry" for a sword wielding infantry. (ok i know there is a flame tank) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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