Author Topic: Weapon Modding Suggestions  (Read 4396 times)

0 Members and 1 Guest are viewing this topic.

Offline Mastadi

  • Camper
  • ***
  • Posts: 263
  • What makes me a good demoman!?
Re: Weapon Modding Suggestions
« Reply #20 on: April 15, 2008, 05:55:13 pm »
Oh, and also another stat - ricochetabillity :D The higher the value, the bigger the angle the bullet after the hitting the polygon will recoil.

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: Weapon Modding Suggestions
« Reply #21 on: April 16, 2008, 03:33:39 am »
Oh, and also another stat - ricochetabillity :D The higher the value, the bigger the angle the bullet after the hitting the polygon will recoil.

Not a bad idea as well, but that would work best if there is a time limit or damage limit or ricochet limit for the bullet. Otherwise, if someone makes a bullet that can ricochet in any angle and have a bullet with insane speed, the bullet will practically keep ricocheting forever.

Offline Mastadi

  • Camper
  • ***
  • Posts: 263
  • What makes me a good demoman!?
Re: Weapon Modding Suggestions
« Reply #22 on: April 16, 2008, 06:12:27 am »
Oh, we could also set minimum speed required for bullet to ricochet :)

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: Weapon Modding Suggestions
« Reply #23 on: April 16, 2008, 07:47:27 am »
Maybe something like custom bullet type?

That would include:

Bullettype - basic bullet type.
Enginestart - the distance after the engine of rocket bullet would start (javelin).
Weight - would affect the bullet fall efect. Useful to make realistic difference between Ak 47 and M16.

Much more possibilities.

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: Weapon Modding Suggestions
« Reply #24 on: April 16, 2008, 07:49:38 am »
Enginestart - the distance after the engine of rocket bullet would start (javelin).

Hmm I don't understand that one, can you explain?

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: Weapon Modding Suggestions
« Reply #25 on: April 16, 2008, 07:54:12 am »
Enginestart - the distance after the engine of rocket bullet would start (javelin).

Hmm I don't understand that one, can you explain?

You have rocket launcher. You fire it. The rocket flies from it slowly, falling don a bit. After few meters the main engine starts and it flies fast.

Here

and

Here :)
« Last Edit: April 16, 2008, 07:56:29 am by PaFel »

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: Weapon Modding Suggestions
« Reply #26 on: April 16, 2008, 08:04:23 am »
You have rocket launcher. You fire it. The rocket flies from it slowly, falling don a bit. After few meters the main engine starts and it flies fast.

Ahh, from this description I understand what I means now.

So, basically, having the option of a bullet starting out slow, then gaining speed as it travels (an idea on how this could be done). Or to start slow, then after a time or distance limit, it will suddenly move fast (that is what you're talking about).

That would be a great idea.
« Last Edit: April 16, 2008, 08:06:13 am by STM1993 »

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: Weapon Modding Suggestions
« Reply #27 on: April 16, 2008, 08:08:09 am »
Ahh, from this description I understand what I means now.

So, basically, having the option of a bullet starting out slow, then gaining speed as it travels (an idea on how this could be done). Or to start slow, then after a time or distance limit, it will suddenly move fast (that is what you're talking about).

That would be a great idea.

I mean the 2nd idea you explained. With this we would be able to make Javelin (links in my previous post) and maybe some nice futuristic guns.

Offline cunchy

  • Soldier
  • **
  • Posts: 181
  • D:!
Re: Weapon Modding Suggestions
« Reply #28 on: April 16, 2008, 08:24:14 am »
F12 for the Original post.

Offline O.R.I.O.N.

  • Veteran
  • *****
  • Posts: 1710
  • Thunk-a-dunk.
    • Diseased Productions
Re: Weapon Modding Suggestions
« Reply #29 on: April 16, 2008, 09:27:55 am »
F12 at PaFel's rocket idea. Another fun idea to include with that would to have the warhead be launched at an angle upwards, then shoot off in the direction you aim at once the motor kicks in. I think fellow mech junkies would appreciate that one.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: Weapon Modding Suggestions
« Reply #30 on: April 16, 2008, 11:35:35 am »
Thx for support.

Also the weight thing is propably most important for modders. You'd be able to make realistic shotgun with it (much weight + much speed = much damage at close range and bullets falling down after small distance).

Also the fallrange would be good. It would simulate the bullet phisic. For eg. 7.62x39 (ak47) bullet flies not very fast for ~500 meters and than it falls almost instantly.

Offline Smiechu

  • Major
  • *
  • Posts: 69
  • Hey! It's Gandalf!
Re: Weapon Modding Suggestions
« Reply #31 on: April 16, 2008, 12:00:28 pm »
Enginestart - the distance after the engine of rocket bullet would start (javelin).

Hmm I don't understand that one, can you explain?

You have rocket launcher. You fire it. The rocket flies from it slowly, falling don a bit. After few meters the main engine starts and it flies fast.

Here

and

Here :)
That would be AWSUM but not in LAW, it's diffrent weapon so F11.

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: Weapon Modding Suggestions
« Reply #32 on: April 16, 2008, 12:15:09 pm »
That would be AWSUM but not in LAW, it's diffrent weapon so F11.

Sry but did you read the topic name?

"Weapon Modding Suggestions"

It's about things that would help in modding.

Offline O.R.I.O.N.

  • Veteran
  • *****
  • Posts: 1710
  • Thunk-a-dunk.
    • Diseased Productions
Re: Weapon Modding Suggestions
« Reply #33 on: April 16, 2008, 01:38:30 pm »
With things like bullet weight and the engine delay, you could probably make a friggin' awesome Mechwarrior mod, if anything else. And, therefore, this thread has succeeded in one aspect. Or, mine. Either way.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.