Mutants Rising Screenies

Wild_qwerty said:
Mini Shotgun
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NIce idea. Might I suggest renaming it though?
"Mini Shotgun" sounds like it's a smaller version of a standard shotgun - perhaps a pistol sized version. I can't really think of a generic name, but given that most of the FO2 miniguns had other names (ie. not "Mini 4.7mm Caselessgun" ;)) I would suggest "Perforator Minigun" or maybe "Perforator 12 gauge Minigun".

Also, if you are looking for more weapon animations, you may want to re-work some of the FO2 character models to use more of the weapon animations (for instance, I believe the "Male Tribal" (Sulik type) can only use 4, not including HtH). Expanding this would obviously give you a few more options for NPCs and encounters.
 
Always good to see supersoakers used for violent and evil purposes, as per the toxic waste gun. :twisted:

Except that supersoakers probably wouldn't have been invented then. :look:
 
The shotgun minigun weapon was to introduce a single shot mode to the minigun animation.
 
big2.gif


my vision of triple (mini) shotgun


it looks great if change domage weapon from standard to explode (one shot will hit even 5 critters.. or more if they stay close) try made this on cannon and shotgun weapons 8)
 
Silencer said:
Actually, Lich, it looks like a tri-focus laser or something...

Yup, still looks cool though!

The reason for all of these weapons was simply to take advantage of the unused weapon attack modes that the engine suports but the art was never made for.

The pistol now has the option for a three shot burst mode as well as the green spray (this it the standard fallout flamer attack been re-coloured and pasted onto the pistol animations)

The SMG now has the flame pasted on for a hand flamer attack.

The mini gun has a single shot option and a fire conintious (this would normaly be a flamer attack but I didnt want another flamer so I left it blan so the modder coudl add their own projectile)

The rocket launcher has a two shot burst mode, and a canon attack. For the canon the player will laod cannon amo, which is shot or solid. So the canon can fire a solid ball or a 'shot' which is basicaly a wasteland blunderbust that shots chunks of rock metal glass ball bearing over an area effect. The point being that the player can use the canon at close range without blowing himself up.

I have uploaded these animations to NMA for other modders to use as well.


I will eventually get around to completing the crossbow on the un used rifle 'continuios fire' slot. But the problem is that I have to include the aim and lower animations in this so the 'bow' has to fold out of the sides of the rifle and then fire the arrow and then fold back so it looks like a normal rifle.
 
Big T said:
I can't really think of a generic name, but given that most of the FO2 miniguns had other names (ie. not "Mini 4.7mm Caselessgun" ;)) I would suggest "Perforator Minigun" or maybe "Perforator 12 gauge Minigun".
Rotary Autoshotgun.


I also like Lich's Assault Laserrifle, no matter what silly names he wants to call it. :wink:
 
Wild_qwerty said:
The reason for all of these weapons was simply to take advantage of the unused weapon attack modes that the engine suports but the art was never made for.

Recall the discussions we had about this limitation. I tried adding a new animation code past the last m-rocket code, didn't work. You came up with the idea of using the unused attack modes on existing codes. Now consider this, corpse had another idea: clone a set and switch sets when different weapons are wielded. For example make a clone of HFJMPS to HFJMP2. Change the J-RIFLE animation to be a crossbow. Then in the object script, when crossbow is detected as wielded, do the art_change_fid to switch to the alternate character. If it's not wielded, change back. Critter_p_proc gets hit several times a second so there would never be much of a delay. I see no reason why this shouldn't work, other than, well I don't have the new animations.
 
Lich said:
big2.gif


my vision of triple (mini) shotgun


it looks great if change domage weapon from standard to explode (one shot will hit even 5 critters.. or more if they stay close) try made this on cannon and shotgun weapons 8)


I think I'm in love... Lich you are an artist! Q can we have this one in the game. It may be the preferred close quarters weapon of certain Heavenly Haven troopers!
 
dude_obj said:
...clone a set and switch sets when different weapons are wielded. For example make a clone of HFJMPS to HFJMP2. Change the J-RIFLE animation to be a crossbow. Then in the object script, when crossbow is detected as wielded, do the art_change_fid to switch to the alternate character. If it's not wielded, change back. Critter_p_proc gets hit several times a second so there would never be much of a delay. I see no reason why this shouldn't work, other than, well I don't have the new animations.

Are you sure this will work? If so I can try and make the animations, buts its a LOT of work as I will need to edit the about 6 times as many FRMs for this method (stand, walk, draw weapon, aim weapon, fire weapon, flinch) rather then just the fire weapon FRM....So its a lot bigger job.
 
Wild_qwerty said:
Are you sure this will work?

It hasn't been tested but I could test it with one of your other special attacks (triple shot pistol for example). I will try it and confirm or deny that it works. I've used the art_change_fid_num, and I've tested the command to determine which weapon was used in combat turn, so I'm pretty sure this will work.
 
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