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Author Topic: weapon behavior ini  (Read 7452 times)

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Offline Kavukamari

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weapon behavior ini
« on: December 11, 2007, 05:27:58 pm »
I think there should be a 'behaves.ini' in the soldat folder where you can edit traits of weapon templates

(added some new possible options)
Code: [Select]
[USSocom]
//Template=Socom; //unless templates are not used
WeapType=0; //type of weapon (0 = normal, 1 = melee, 2 = ?)
WeapFire=0; //how gun fires (0 = clickclickclick, 1 = auto, 2 = burst fire)
WeapNade=0; //can/do you press e to fire?
WeapPin=0; //do you drop a pin when you shoot this weapon?
WeapBursts=0; //how many shots are bursted in burst fire mode
WeapLow=0; //do you need to prone or crouch to shoot?
WeapAir=0; //if Low = 1 then can you shoot gun while proned in midair)
WeapPush=0; //does it push you back (0 = no, 1 = yes, 2 = only in air)
WeapScope=0; //can you snipe with it?
WeapCam=0; //does screen follow bullet when shot (like barret scope)
WeapRange=0; //scope range
WeapDrop=1; //is it possible to drop? (0 = no, 1 = yes, 2 = i tHRow m@i WEap @t J0o!!11!)
WeapBadge=0; //do you wear the rambo badge when you hold this weap?
WeapFocus=4; //how many shots does it take to bink the lucky user of this weapon (-1 = doesn't bink)
WeapQuake=0; //does the screen shake when you shoot (maybe -1 = shakes victim's screen...)
WeapGlow=0; //does this weap burn at the end of the barrel? (like the flame bow)
HoldType=1; //How many hands do you hold the weap with (might be able to add more than 2)
HoldFavor=0; //Main (or Writing) hand of Gostek (0 = left, 1 = right)
Hold1=1 3; //Where your Main hand will hold the weapon
Hold2=0 0; //where your secondary hand holds the weapon (if you use second hand)
HoldBarrel=5 1; //where the gun's barrel is (also where gun will glow if WeapGlow is on)
GravType=1; //is bullet effected by gravity (-1 = negative grav, 0 = no grav, 1 = normal grav)
GravDist=0; //distance in pixels bullet travels before effected by grav (negative number means gravity stops at that point)
GravGrad=0; //does speed of bullet change during flight (-1 = slower gradually, 0 = same speed, 1 = faster gradually)
JamType=0; //does the weapon jam? (0 = no jam, 1 = angled jam, 2 = reload jam, 3 = both)
JamAngle=0; //what angle does weap jam at (if it does)
JamTime=0; //how long (in ticks) does jam last (if it does)
LoadType=0; //do you reload? (-1 = infinite ammo, 0 = normal reload, 1 = one-bullet-at-a-time reload, 2 = overheats instead of reload)
LoadHeat=0; //time gun takes to overheat (in Ticks)
LoadCool=0; //overheat cooldown time (in Ticks)
BulletLife=-1; //how long does the bullet live (-1 = infinite, 0 = dies upon creation like saw bullet)
BulletCount=1; //how many bullets does it shoot at once?
BulletDist=0; //distance in pixels (or degrees if Para = false) between same-shell bullets
BulletPara=0; //are same-shell bullets fired paralell?
BulletBurn=0; //does bullet spread fire
BulletSmoke=0; //Does bullet smoke like law missile?
BulletSpin=0; //Does bullet spin (-1 = CCW spin, 0 = no spin, 1 = CW spin)
BulletSplash=0; //does bullet do splash damage
BulletRad=0; //Radius of splash damage (if it does splash)
BulletExplode=0; //does bullet explode
BulletDelay=0; //Time in ticks bullet waits to explode
RicoType=1; //bounce type (0 = Stick, 1 = Ricochet, 2 = "Nade Bounce")
RicoAngle=25; //max angle bullet ricochets at (not sure what angle socom is, but grenade would be 0 (all angles))
RicoMax=-1; //max ricochets (-1 is infinite which is unlikely :P)

//maybe more

as i wrote, maybe there could be more

what you ppl should do:
1: tell me what you think of the idea
2: if you have other weapon traits that you think should be moddable, write them!
« Last Edit: December 15, 2007, 07:58:49 pm by Kavukamari »
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Offline Lord Frunkamunch

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Re: weapon behavior ini
« Reply #1 on: December 11, 2007, 05:50:47 pm »
Does the shot terminate at a certain range (stat gun)
Does the shot activate AND terminate at the same range (chainsaw)

I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline KorrupT MerC

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Re: weapon behavior ini
« Reply #2 on: December 11, 2007, 05:52:31 pm »
Would make mods more fun, i like it. f12

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Offline Thinkto urself

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Re: weapon behavior ini
« Reply #3 on: December 11, 2007, 05:53:57 pm »
F12 since it would make nub mods more fun.

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Offline ICanCount2Purple

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Re: weapon behavior ini
« Reply #4 on: December 11, 2007, 05:58:03 pm »
F12 it would allow the creation of all melee mods and such

Offline mxyzptlk

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Re: weapon behavior ini
« Reply #5 on: December 11, 2007, 07:28:47 pm »
Are shells parrallel (ALA Deagles)?

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Offline Zeating

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Re: weapon behavior ini
« Reply #6 on: December 11, 2007, 07:34:21 pm »
F12, it whould make some sweet mods

Offline BondJamesBond

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Re: weapon behavior ini
« Reply #7 on: December 11, 2007, 08:00:40 pm »
Pushback, Automatic, and Shell-Count can already be done or replicated very closely. I think 'angle' is pretty useless. The rest are 'ok' ideas.
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Offline Kavukamari

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Re: weapon behavior ini
« Reply #8 on: December 11, 2007, 08:47:15 pm »
Does the shot terminate at a certain range (stat gun)
Does the shot activate AND terminate at the same range (chainsaw)

good ones :) but both can be summarized to:

LifeSpan=-1; (-1 is infinite, 0 is dies when created, statgun = ??)

Pushback, Automatic, and Shell-Count can already be done or replicated very closely. I think 'angle' is pretty useless. The rest are 'ok' ideas.

Angle is what angle the bullet ricochets at, not what angle the bullets travel at :)

also could add PushRate (how hard you get pushed, maybe would be same as speed in weapons.ini (when bullet=spas))

and maybe: MaxRico (max times the bullet will bounce)
and: Burns (does the bullet spread fire)
« Last Edit: December 11, 2007, 08:49:03 pm by Kavukamari »
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Offline Arbiter

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Re: weapon behavior ini
« Reply #9 on: December 11, 2007, 09:03:34 pm »
Does "angle" mean that the weapon is jammed at a certain degree? (like knife, at 90)

Cause it'd make a pretty good artillery gun. 60-30 and it can't fire any other angle. Maybe 210-270 for  other side or something.

Shell count is for the bullets in the spas right?

With no further comment, I present to you..

BURSTFIRE=

We REALLY need that. It'd help for Espadon's HLT mod, too (along with the stupid problems of the BR.)
« Last Edit: December 11, 2007, 09:05:52 pm by Arbiter »

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Offline Lord Frunkamunch

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Re: weapon behavior ini
« Reply #10 on: December 11, 2007, 09:28:15 pm »
Pushback, Automatic, and Shell-Count can already be done or replicated very closely.

Bullfeck. Yes, they can be done to a degree, but only under very strict circumstances almost guaranteed to feck up your WM. And say you want to take away pushback? It'd be nice to be able to make an automatic shotgun that doesn't double as a jetpack. Or, say, an automatic ruger that doesn't fire a shot per frame? What about a minigun that you can actually be still while firing?

Oh, another couple things for the list. Shots till bink starts to take effect, (as of now it's stuck at 4, which means no self bink for semiautos) and screen shake (0 for no, 1 for yes)
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline Kavukamari

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Re: weapon behavior ini
« Reply #11 on: December 11, 2007, 09:45:04 pm »
Pushback, Automatic, and Shell-Count can already be done or replicated very closely.

Bullfeck. Yes, they can be done to a degree, but only under very strict circumstances almost guaranteed to feck up your WM. And say you want to take away pushback? It'd be nice to be able to make an automatic shotgun that doesn't double as a jetpack. Or, say, an automatic ruger that doesn't fire a shot per frame? What about a minigun that you can actually be still while firing?

Oh, another couple things for the list. Shots till bink starts to take effect, (as of now it's stuck at 4, which means no self bink for semiautos) and screen shake (0 for no, 1 for yes)

First part: very true
second part: thanks, I'll add them now

Date Posted: December 11, 2007, 09:38:09 pm
Does "angle" mean that the weapon is jammed at a certain degree? (like knife, at 90)

Cause it'd make a pretty good artillery gun. 60-30 and it can't fire any other angle. Maybe 210-270 for  other side or something.

Shell count is for the bullets in the spas right?

With no further comment, I present to you..

BURSTFIRE=

We REALLY need that. It'd help for Espadon's HLT mod, too (along with the stupid problems of the BR.)

first part: no, but thanks for the idea
second: yes, so you could make a "sUpeR SpaZXoreX 12o0" that shoots 100 bullets at a time DX
third: added to WeapFire
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Offline Arbiter

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Re: weapon behavior ini
« Reply #12 on: December 11, 2007, 09:48:08 pm »
You forgot to define the amount of bullets fired.

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Offline Kavukamari

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Re: weapon behavior ini
« Reply #13 on: December 11, 2007, 09:49:56 pm »
You forgot to define the amount of bullets fired.

oops... will fix. bad me :P

(wow, this is going to be a big file :P)
« Last Edit: December 11, 2007, 09:56:44 pm by Kavukamari »
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Offline mxyzptlk

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Re: weapon behavior ini
« Reply #14 on: December 12, 2007, 09:06:28 am »
I just had an idea to keep size down, because there are a lot of vars; have a definition of what they do at the beginning, then put a single string, like, for the soccom  that you have there, it would be:
Code: [Select]
[USSOCOM]
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0, 0, 0, 0, -1, 1, 0, 0, 0, 1, 25, -1;
[DEAGLES]
The semicolon would signal the end of the socom's stats.

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Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Lord Frunkamunch

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Re: weapon behavior ini
« Reply #15 on: December 12, 2007, 09:13:42 am »
Nah, a couple extra kbs of text is worth convenience in modding.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.

Offline Kavukamari

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Re: weapon behavior ini
« Reply #16 on: December 12, 2007, 01:01:55 pm »
Nah, a couple extra kbs of text is worth convenience in modding.

those might actually be words to live by :)

and if the programmers are afraid of too big of files, they could do this:

Code: [Select]
[USSOCOM]
Weap=T0 F0 B0 L0 A0 P0 S0 C0 R0 D1 F4 Q0;
Jam=T0 A0 T0;
Load=T0 H0 C0;
Bullet=L-1 C1 D0 P0 B0;
Rico=T1 A25 M-1

but I like the big file more :P
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Offline mxyzptlk

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Re: weapon behavior ini
« Reply #17 on: December 12, 2007, 06:20:31 pm »
Agreed.

This idea gets my Five Stars Of Approval.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Vilho

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Re: weapon behavior ini
« Reply #18 on: December 12, 2007, 07:25:21 pm »
Overall it sounds nice, and it would be useful when implemented.

Not necessary but hell yes, I agree with this.

Offline Thinkto urself

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Re: weapon behavior ini
« Reply #19 on: December 12, 2007, 09:47:54 pm »
You now have a better idea then my Gfx suggestions, well done.f12

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