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MARKING SYSTEM FOR SIMULATED PROJECTILE WEAPONS AND SIEGE ENGINES FOR BODY-TO-BODY COMBAT

机译:弹药对战系统的模拟武器和围攻引擎标记系统

摘要

The present invention consists of a system for marking and detecting strikes for simulated weapons, which allows the impacts made by a player on his/her opponent to be shown. The invention also enables cheating to be prevented and the playability of the weapons to be increased. The problem of showing or detecting impact is approached from two perspectives: from that of the player striking and that of the player struck. From the perspective of the player striking: one of the solutions is the use of a marking substance introduced into the sheath of the weapon, such as a sword, such that the weapon is impregnated with the substance when sheathed, acquiring the ability to mark the opponent. Another way for the weapon to acquire this marking ability is by means of a flexible sheath impregnated with the marking substance and used to cover the blade of the weapon, and which can be discarded when the marking ability thereof is exhausted or re-impregnated with the marking substance. In another solution, the marking substance is a liquid contained in a reservoir in the core of the weapon and flows to the surface or blade of the weapon in a similar manner to the ink in a marker pen. From the perspective of the player struck: the solution presented in this invention is composed of capsules that adhere to the player. The capsules can be pre-integrated into a costume or simulated armour that the players wear during combat. The aim of the other player is to impact the capsules with his/her weapon, producing the marking effect in various ways. One option is that the capsules are fragile such that they break on impact. Another solution consists in the capsules detaching from the player partially or entirely when struck. Lastly, the final solution consists in the capsules releasing the marking substance contained therein when hit with the weapon. The systems can be used independently or in combination with one another.
机译:本发明包括用于标记和检测模拟武器的打击的系统,该系统允许显示玩家对其对手的冲击。本发明还能够防止作弊并增加武器的可玩性。显示或检测影响的问题是从两个角度解决的:从玩家打击的角度和玩家打击的角度。从玩家击打的角度来看:解决方案之一是使用一种标记物质,该标记物质被引入到武器的护套中,例如剑,使武器在护套中充满该标记物质,从而具有标记武器的能力。对手。武器获得此标记能力的另一种方法是,通过用标记物质浸渍的柔性护套来覆盖武器的叶片,当护套的标记能力用尽或重新浸渍标记时可以将其丢弃。标记物质。在另一解决方案中,标记物质是容纳在武器核心中的储存器中的液体,并且以类似于标记笔中的墨水的方式流到武器的表面或叶片。从被击打的玩家的角度来看:本发明提出的解决方案是由粘附在玩家身上的胶囊组成的。可以将这些胶囊预先整合到玩家在战斗中穿着的服装或模拟盔甲中。另一个玩家的目的是用他/她的武器撞击胶囊,以各种方式产生标记效果。一种选择是,胶囊易碎,以至于在撞击时破裂。另一解决方案在于,当胶囊被撞击时,其从播放器上部分或全部分离。最后,最终的解决方案是在胶囊被武器击中时释放胶囊中包含的标记物质。这些系统可以独立使用,也可以相互组合使用。

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