Scripted Custom Weapons?

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samkiller911
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Scripted Custom Weapons?

Post 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.
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Re: Scripted Custom Weapons?

Post by Kaelis »

Hello, and nope, sorry.
samkiller911
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Re: Scripted Custom Weapons?

Post 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?
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Re: Scripted Custom Weapons?

Post by Da_Dooley »

I'm still alive, motherfuckers.
samkiller911
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Re: Scripted Custom Weapons?

Post by samkiller911 »

It goes to a game site when I click the link. nevermind, I found it.
vidboi
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Re: Scripted Custom Weapons?

Post 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.
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AlphaDetisMegas
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Re: Scripted Custom Weapons?

Post 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.
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Squishy
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Re: Scripted Custom Weapons?

Post 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.
Last edited by Squishy on Fri Apr 30, 2010 4:25 am, edited 1 time in total.
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vidboi
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Re: Scripted Custom Weapons?

Post 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
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Squishy
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Re: Scripted Custom Weapons?

Post 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.
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samkiller911
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Re: Scripted Custom Weapons?

Post by samkiller911 »

Huge bump, but... How would I make it fire larger projectiles?
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Re: Scripted Custom Weapons?

Post 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.
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Adm. White Haven
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Re: Scripted Custom Weapons?

Post 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?
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Corporal Jomn
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Re: Scripted Custom Weapons?

Post by Corporal Jomn »

That's because Arc has special permission to go into the game's code and do stuff.
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Adm. White Haven
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Re: Scripted Custom Weapons?

Post by Adm. White Haven »

I figured it would be something like that.
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