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Dubby Compendioneer

Joined: 06 Nov 2008 Posts: 445
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Posted: Sun Nov 16, 2008 19:04 Post subject: BWAHAHA |
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I figured out how to get weapons to use more than one type of ammunition. The thing is, the gun doesn't shoot the bullet/shot/etc... it shoots the box it comes in. Heh!
But, atleast, with the proper tweaking... this looks like getting guns to accept multiple types of ammo for different effects is definately doable. |
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coliphorbs Look, Ma! Two Heads!


Joined: 02 Jun 2008 Posts: 330
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Posted: Sun Nov 16, 2008 19:08 Post subject: |
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| The question is... Can you make armors with different types of DR? |
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Dubby Compendioneer

Joined: 06 Nov 2008 Posts: 445
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Posted: Sun Nov 16, 2008 19:09 Post subject: |
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| Actually, that may be infact possible but will require scripting. I have a few ideas on how to accomplish the effect of having many different defensive statistics on armor... but... yeah, need a compiler first. It's also worth noting that weapons *do* have different damage types... just, not alot. And the resist stats for the types are hidden, and don't show up ingame anywhere - even if you boost it. |
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trollshade13 Hideous Freak of Nature

Joined: 15 Nov 2008 Posts: 14
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Posted: Sun Nov 16, 2008 19:10 Post subject: |
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the answer is, yes
we have rad resistance, fire resistance, and there"s bound to be some other inactive ones from the oblivion one |
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Dubby Compendioneer

Joined: 06 Nov 2008 Posts: 445
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Posted: Sun Nov 16, 2008 19:13 Post subject: |
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| trollshade13 wrote: |
the answer is, yes
we have rad resistance, fire resistance, and there"s bound to be some other inactive ones from the oblivion one |
There's poison [13 00 00 00], energy weapons [3C 00 00 00], and some 'other' damage resist [47 00 00 00]. There is alot of room for there to be "unused" resists bundled around in there too.
But what I was thinking of, is since script effects can evidently be attaached to a weapon - possibly even the ammunition - that makes plenty of room for simulating fallout damage/defense formulas just with scripted 'effects'. ... Not... really as 'clean' as I'd like, but it would get the job done. |
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Gustavo Ganso Hideous Freak of Nature


Joined: 13 Nov 2008 Posts: 40 Location: Brasil -sil -sil Status: Offline
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Posted: Mon Nov 17, 2008 11:18 Post subject: |
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| it's like the rock it launcher? |
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Dubby Compendioneer

Joined: 06 Nov 2008 Posts: 445
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Posted: Tue Nov 18, 2008 18:49 Post subject: |
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| Gustavo Ganso wrote: |
| it's like the rock it launcher? |
Sort of.
I know how to (rather drastically) alter the projectile behavior and effects of a gun now, but there are still some rather tricky things to work out before I can get guns to use multiple types of ammo.
But yes, it uses the "Junk" menu of the rock-it-launcher. However, you can specify individual lists for -each- weapon in the game. Once, and if, I get this working, my first target will be shotguns - and likely adding a few more shotguns weapons too. (Jackhammer, anyone?)
With scripting, this would be pretty easy to work out... but well that may be a while away. |
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Senty Hideous Freak of Nature

Joined: 11 Nov 2008 Posts: 14
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Posted: Tue Nov 18, 2008 22:26 Post subject: |
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| Maybe you could switch weapons depending on the type of ammo that's loaded? |
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madcaddie Hideous Freak of Nature

Joined: 19 Nov 2008 Posts: 39
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Posted: Mon Nov 24, 2008 6:16 Post subject: Re: BWAHAHA |
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| Dubby wrote: |
I figured out how to get weapons to use more than one type of ammunition. The thing is, the gun doesn't shoot the bullet/shot/etc... it shoots the box it comes in. Heh!
But, atleast, with the proper tweaking... this looks like getting guns to accept multiple types of ammo for different effects is definately doable. |
How do you switch between the different types of ammo? |
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Nepagwark Hideous Freak of Nature

Joined: 23 Nov 2008 Posts: 13
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Posted: Mon Nov 24, 2008 6:34 Post subject: |
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| Dubby wrote: |
| Gustavo Ganso wrote: |
| it's like the rock it launcher? |
......
But yes, it uses the "Junk" menu of the rock-it-launcher. However, you can specify individual lists for -each- weapon in the game. Once, and if, I get this working, my first target will be shotguns - and likely adding a few more shotguns weapons too. (Jackhammer, anyone?)
...... |
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madcaddie Hideous Freak of Nature

Joined: 19 Nov 2008 Posts: 39
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Posted: Mon Nov 24, 2008 7:20 Post subject: |
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| Dubby wrote: |
| Gustavo Ganso wrote: |
| it's like the rock it launcher? |
Sort of.
I know how to (rather drastically) alter the projectile behavior and effects of a gun now, but there are still some rather tricky things to work out before I can get guns to use multiple types of ammo.
But yes, it uses the "Junk" menu of the rock-it-launcher. However, you can specify individual lists for -each- weapon in the game. Once, and if, I get this working, my first target will be shotguns - and likely adding a few more shotguns weapons too. (Jackhammer, anyone?)
With scripting, this would be pretty easy to work out... but well that may be a while away. |
I'd like to see a saiga shotgun in game. They are popular in the states and are used by some swat teams. You can also use the Chinese Assualt rifle animations as its very similiar to an ak.
http://world.guns.ru/shotgun/sh07-e.htm |
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