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Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 6:15 am
by samkiller911
I was wondering if by custom content you could create custom scripted weapons, like a weapon that does something totally new. Oh, and hello. I'm new here, and thought about creating a plasma weapon, and creating halo weapons like the mac cannon, and again, hello.

Re: Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 6:29 am
by Kaelis
Hello, and nope, sorry.

Re: Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 6:34 am
by samkiller911
I think that this next thing is unworthy of an entire new thread, so I will ask it here. Where would I find the ShipWrightizer?

Re: Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 6:58 am
by Da_Dooley

Re: Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 7:27 am
by samkiller911
It goes to a game site when I click the link. nevermind, I found it.

Re: Scripted Custom Weapons?

Posted: Wed Apr 28, 2010 11:45 pm
by vidboi
you don't need custom sprited weaspons for those things. a mac gun? use a railgun with absolutely over the top damage, a big projectile and a very small arc (so it appears fixed). plasma, use could use pretty much anything; i prefer to use the particle rifle for exactly this.

Re: Scripted Custom Weapons?

Posted: Thu Apr 29, 2010 1:03 am
by AlphaDetisMegas
vidboi wrote:you don't need custom sprited weaspons for those things. a mac gun? use a railgun with absolutely over the top damage, a big projectile and a very small arc (so it appears fixed). plasma, use could use pretty much anything; i prefer to use the particle rifle for exactly this.
mac guns aren't necessarily firing humongous shells, though the smallest example i've heard of still fired shots the size of a door, a round of that size could still cause major destruction if fired at a planet like the earth.
depends on personal opinion and what size you think a ship is what size one makes the projectiles.

Re: Scripted Custom Weapons?

Posted: Thu Apr 29, 2010 1:29 am
by Squishy
AlphaDetisMegas wrote:mac guns aren't necessarily firing humongous shells, though the smallest example i've heard of still fired shots the size of a door, a round of that size could still cause major destruction if fired at a planet like the earth.
depends on personal opinion and what size you think a ship is what size one makes the projectiles.
vidboi suggested large projectiles because hit detection with railguns in BSF is very finicky, not because of any preference for established real-world or sci-fi concepts regarding magnetically accelerated kinetic weaponry.

Tiny railgun projectiles going at excess of 45 speeds will skip several sections before triggering another hit, which makes the weapon useless as it would most likely pass through the target entirely while dealing less than optimum damage. For example, we had a problem in the metagame where even speed 36 railguns of default projectile size would score 3~4 of their potential 10 hits while it travelled at a 45 degree angle across destroyer-sized ships. However, dead-on hits from the front where the projectile would slam through the entire length of the ship would score 9 hits at best.

In addition, I suggest using custom bullet sprites for sized up railgun projectiles as the default graphic can look pretty ugly as it stretches like a rubber balloon across the map.

samkiller911, vidboi: If you'd like, I can make available one of my own railgun projectiles that was slated for use with a metagame ship.

Re: Scripted Custom Weapons?

Posted: Thu Apr 29, 2010 3:58 am
by vidboi
i was also thinking about the reference that was about MACs in halo, and they fire pretty big shells.

i know what you mean about the hit detection, although when using sabot's (as i do) it's quite fun because there's a bit of a gamble as to whether it'll detonate or not. anyway, it would be cool to test out your sprite as i need a decent replacement for the basic

Re: Scripted Custom Weapons?

Posted: Thu Apr 29, 2010 9:38 am
by Squishy
This one can be stretched up to 2x in either direction, and has offset corrected to display properly.

It is included in the DVL metapack download, but here it is if you just want that.
Image

Re: Scripted Custom Weapons?

Posted: Fri Jul 16, 2010 11:23 pm
by samkiller911
Huge bump, but... How would I make it fire larger projectiles?

Re: Scripted Custom Weapons?

Posted: Fri Jul 16, 2010 11:35 pm
by Anna
Select weapon. Go to the the ED2 panel. At the very top there's a way to change the size of the projectile the weapon fires. This shit ain't hard to figure out.

Also, I know you're the one who started this thread, but really, this is a total necro, and this thread never belonged on this board in the first goddamn place.

Re: Scripted Custom Weapons?

Posted: Sat Jul 24, 2010 11:11 am
by Adm. White Haven
samkiller911 wrote:I was wondering if by custom content you could create custom scripted weapons, like a weapon that does something totally new. Oh, and hello. I'm new here, and thought about creating a plasma weapon, and creating halo weapons like the mac cannon, and again, hello.
Kaelis wrote:Hello, and nope, sorry.
I'm curious - how does this gel with the recent release of the new weapons in the MIRV beta?

Re: Scripted Custom Weapons?

Posted: Sat Jul 24, 2010 11:29 am
by Corporal Jomn
That's because Arc has special permission to go into the game's code and do stuff.

Re: Scripted Custom Weapons?

Posted: Sat Jul 24, 2010 12:42 pm
by Adm. White Haven
I figured it would be something like that.