New Firearms

Discussion in 'Fallout General Modding' started by Frank Horrigan@BIS, Aug 14, 2004.

  1. Big T

    Big T Sonny, I Watched the Vault Bein' Built!

    Jan 23, 2004
    In a similar vein, what about using a rifle as a club as a secondary fire mode? Either for conservation of ammo when a target is close (I hope some of the mods being made have a greater scarcity of ammo) or to avoid reloading.
    That'd be pretty cool.
     
  2. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    it's quite the same thing i was talking about ( oh yeah me and any other people who had this idea :wink: )
     
  3. Big T

    Big T Sonny, I Watched the Vault Bein' Built!

    Jan 23, 2004
    Ah, sorry, didn't see your post.
    It's an interesting idea tho', would also work for a bayonet.
     
  4. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    yes it's the same kind of mod, but even if it was possible to do, it'll be one problem left : the animations of knoking or pushing with a rifle doesn't exist
     
  5. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    neither does the "fire" movements exist for such things as hammers and spears.. ( FYI I was trying to make an electrified super sledge that did elextrical damage, or had a "lightning" attack up to 4 hexes away.. ... Milnir anyone?? )

    wouldn't fire the electrical bolt...
     
  6. Decoy

    Decoy First time out of the vault

    7
    Oct 14, 2004
    Im still thinking this idea through but have you considered looking at the spear? Bear with me :) the standard spear has 2 modes(4 if you include aiming), a stab and a throw. I have yet to look up this weapon but maby you can switch it around so instead of throwing it fires, and maby just add a new type to that(mode par se) - a grenade firing mode(although i have no idea on how to work the ammo problem). Hope this helps somewhat.
     
  7. Corpse

    Corpse Mildly Dipped

    554
    Apr 7, 2003
    Just noticed your post Ashmo, the problem with the editor is the number of entries in the ammo types drop menu, it seems to be set to display only 18 entries of the ammo list. This prevents you from adding any new ammo types in the editor.