Author Topic: Weapon Modding Suggestions  (Read 4897 times)

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Offline STM1993

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Weapon Modding Suggestions
« on: April 14, 2008, 10:28:41 am »
1. Able to set the special features of any gun (Eg: Scope, Shotgun Reload, Shoots 2 bullets, Throw = Killable, Has a overheat system rather than a reload system)

2. For thrown items, they can have another option instead of "speed" to determine length of throw.

3. You can set the amount of "boosting" effect caused by guns (Eg: Spas and Minigun ; when you shoot you'll boost backwards)

4. This is for the M2 Stat Gun (Turret). There should be an option to determine the maximum range of the M2 bullet before it explodes.

5. This is also for the M2 Stat Gun (Turret). The "Ammo" determines the amount of bullets the turret can fire continuously before completely overheating. (By default: 18 bullets)

6. You can set the animation for each gun, like how it is held, reloaded etc.

7. You can set the sounds to be used by the gun for any event, or add in other gfx inside. For example, Ruger and LAW can drop a clip when reloading.

^ These are some ideas. What are your opinions?

Offline -Skykanden-

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Re: Weapon Modding Suggestions
« Reply #1 on: April 14, 2008, 10:45:20 am »
I think that soemthing like that was suggested before... making .ini longer is a great idea
You can change the animation, just modfy POA
I don't undestand some like 7. lol

Offline STM1993

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Re: Weapon Modding Suggestions
« Reply #2 on: April 14, 2008, 11:08:40 am »
I think that soemthing like that was suggested before... making .ini longer is a great idea
You can change the animation, just modfy POA
I don't undestand some like 7. lol

Sure the animation can be modified, but I noticed that some weapons share the same animation.

7: It means, let's say you have a Ruger-77

Originally, a Ruger will not drop a magazine clip when it reloads. It also does not produce any sound like a chainsaw. In 7, it allows the Ruger to be able to be modified to this kind of extent. Imagine your Ruger will now drop a magazine clip when reloading, and whenever you walk around with the Ruger, you will hear a chainsaw sound.

Offline -Skykanden-

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Re: Weapon Modding Suggestions
« Reply #3 on: April 14, 2008, 11:37:49 am »
Ok now i undestand.
I was thinking about the others and some would end up in making .ini longer

Offline PaFel

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Re: Weapon Modding Suggestions
« Reply #4 on: April 14, 2008, 12:08:51 pm »
As always with ideas like this. F12. I damn need it.

Offline Ziem

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Re: Weapon Modding Suggestions
« Reply #5 on: April 14, 2008, 12:14:07 pm »
I think that it was suggested ...
F12.

Offline Mastadi

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Re: Weapon Modding Suggestions
« Reply #6 on: April 14, 2008, 01:05:58 pm »
F12 for all.

Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^

Offline O.R.I.O.N.

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Re: Weapon Modding Suggestions
« Reply #7 on: April 14, 2008, 01:45:32 pm »
I F12'd. Though, there is one addition I'd like to make: the option to alter the firing type from semi-auto to automatic, and, as an expansion of that, have the option for burst fire. Like, 0 would be full-auto, 1 semi-auto, 2 for two-round bursts, etc.
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 Pragma

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Re: Weapon Modding Suggestions
« Reply #8 on: April 14, 2008, 01:52:05 pm »
F12 for all.

Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^

Hrm... Add an option to change the color of the tracer and that would be good for StarWars style lasers; or a 1980's GI-Joe style mod.    Good call.

Edit: For the latter to be authentic, the .ini would have to be tweaked such that nobody can hit their target 98% of the time.
« Last Edit: April 14, 2008, 01:54:54 pm by Pragma »

Just remember what ol' Jack Burton does when the earth quakes, the poison arrows fall from the sky, and the pillars of Heaven shake.  Yeah, Jack Burton just looks that big old storm right in the eye and says, "Give me your best shot. I can take it."

Offline O.R.I.O.N.

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Re: Weapon Modding Suggestions
« Reply #9 on: April 14, 2008, 01:56:30 pm »
F12 for all.

Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^
This could be used for beam weapons if you would null out the bink and recoil. Might make for some potentially annoying weapons.
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 Bug

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Re: Weapon Modding Suggestions
« Reply #10 on: April 14, 2008, 01:57:13 pm »
F12 for all.

Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^

No physical object can have weight of zero or less. It'd be same if you divided minigun by zero!

A bullet without mass is a bullet without damage.
yes.

Offline O.R.I.O.N.

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Re: Weapon Modding Suggestions
« Reply #11 on: April 14, 2008, 01:59:42 pm »
You're thinking too literally. It would be affecting the fall of the bullet, not the actual weight; besides, everything falls at the same velocity in Soldat.

On second thought, that might be a good idea as a map option; make it a gravity-type effect that could effect the rate at which things fall, if at all.
« Last Edit: April 14, 2008, 02:02:28 pm by O.R.I.O.N. »
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 Bug

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Re: Weapon Modding Suggestions
« Reply #12 on: April 14, 2008, 02:01:37 pm »
I know I know, I just had to joke around a bit. If we added whole physical understanding the mankind has, Soldat wouldn't be Soldat anymore. :)
yes.

Offline Pragma

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Re: Weapon Modding Suggestions
« Reply #13 on: April 14, 2008, 03:49:44 pm »
F12 for all.

Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^

This could be used for beam weapons if you would null out the bink and recoil. Might make for some potentially annoying weapons.

Your icon and your comment immediately reminded me of my days of playing Mechwarrior 2 deathmatch, and how lasers worked in that game.  Yea yea... get off my lawn already ::shakes fist menacingly::.

I know it's well beyond what Soldat was meant to do, but it really would be interesting to see how gameplay would work with Battletech style light lasers, akin to what you'd see on an Elemental.

Anyway, I fugure that a warm-up time (1 second hold like Barrett), distance attenuation, plus the potential to catastrophically fail (read:explode) if it overheats, would offset the damage potential of a recoil-less beam weapon.  Another drawback would be to reduce the damage such that you have to 'bake' your target by keeping them in the beam for long enough to be lethal - think ants under a magnifying glass.


Date Posted: April 14, 2008, 04:44:14 pm
As always with ideas like this. F12. I damn need it.

Okay, I'll bite.  What for? :)

Just remember what ol' Jack Burton does when the earth quakes, the poison arrows fall from the sky, and the pillars of Heaven shake.  Yeah, Jack Burton just looks that big old storm right in the eye and says, "Give me your best shot. I can take it."

Offline STM1993

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Re: Weapon Modding Suggestions
« Reply #14 on: April 15, 2008, 05:46:57 am »
Hmm, everyone's ideas are also good, such as the "bullet weight" thing that would determine the angle of the bullet rather than have the bullet speed determine that as well.

And I think it'd also be a good idea if the damage would become purely based on the "Damage" value, its pretty hard to calculate with speed affecting the damage at the same time.

Offline Mastadi

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Re: Weapon Modding Suggestions
« Reply #15 on: April 15, 2008, 07:05:49 am »
I think there should be a damage calculator somewhere, lol.

And I think that your idea is quite bad, unless you can turn it off in weapons.ini. It wouldn't make much sense if took more damage from acidic spray travelling at high speed than one traveling at low speed :P

Offline STM1993

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Re: Weapon Modding Suggestions
« Reply #16 on: April 15, 2008, 07:11:48 am »
I think there should be a damage calculator somewhere, lol.

And I think that your idea is quite bad, unless you can turn it off in weapons.ini. It wouldn't make much sense if took more damage from acidic spray travelling at high speed than one traveling at low speed :P

Ya I think it'd be better if that option can be turned on and off. I know what you mean, and yes there should be a program to help test the damage of a gun without actually playing a game to find out. Besides, calculations may not be that accurate too due to the fact that damage is reduced as the bullet travels.

Offline Lord Frunkamunch

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Re: Weapon Modding Suggestions
« Reply #17 on: April 15, 2008, 08:50:54 am »
Hmm, everyone's ideas are also good, such as the "bullet weight" thing that would determine the angle of the bullet rather than have the bullet speed determine that as well.

And I think it'd also be a good idea if the damage would become purely based on the "Damage" value, its pretty hard to calculate with speed affecting the damage at the same time.

Actually, speed is vital. See, otherwise bullets wouldn't lose damage as the speed goes down. Which would suck.
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Offline STM1993

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Re: Weapon Modding Suggestions
« Reply #18 on: April 15, 2008, 09:01:01 am »
Actually, speed is vital. See, otherwise bullets wouldn't lose damage as the speed goes down. Which would suck.

Mmm, but sometimes I've always wanted to make a weapon do a fixed amount of damage no matter the bullet speed. That's why.

But ya, what I want to stress on most when it comes to damage and speed is to have a program that can not only calculate but also show the damage done by the bullet on the health bar (+vest option allowed, and you can see the damage that would be done depending on how far the bullet has travelled) without having to get on Soldat.

As for the weapon.ini, the most important thing is basically having more variety in the modding.

Offline LtKillroy

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Re: Weapon Modding Suggestions
« Reply #19 on: April 15, 2008, 12:22:54 pm »
Most have been already suggested, but yeah, I like them all. F12'd. Not that any server actually uses the stat gun...
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Offline Mastadi

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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

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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

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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

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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.

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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.