You are here

Modern

179 posts / 0 new
Last post
rjshae

I had a tentative thought about using my 'returning weapon' script system. The owner in effect 'throws' the weapon, which then quickly returns to the weapon slot and in doing so reduces the sling bullets-type object by a count of one. Once the bullets drop to zero, the weapon is returned to the inventory. If there are no bullets of the right type, the weapon can not be equipped. The three thrown weapon types could be overridden for single shot guns, rapid fire guns, and shotguns.

  • up
    50%
  • down
    50%
Trinital

Another alternative is you could have the weapon be a mellee weapon with a "OnUse" ability that sets up a recursive firing loop until you interrupt it. Or have flintlock pistols that you can only fire once then must reload out of combat. As a sort of "opener"

If you make the weapon mellee - your fine, don't need to override anything AND if it's a script you can do anything as far as VFX's / Damage goes.

You could also make a mellee weapon that has a really long range and do a "kickback" animation when firing.. but you won't see any bullet firing out of it when you attack..

 

The thing you want to avoid is forcing the player to constantly click the gun during combat over and over to fire a script. So either a one time use / recursive function would be best here. Unfortunately we don't any hooks into the combat round really so.. it's takes a little hacking here and there.

  • up
    50%
  • down
    50%
Claudius33

Interesting ideas. However the NWN2 engine wasn't meant for fireweapons, was it? Let's keep it simple. New 3D models, new animations, new sounds that's already a lot of work.

I think people would accept 99 rounds magazines, pistols and sniper rifles having the same range. They would enjoy the modern settings, the new animations, the new weapons, ...

Ammo also can be different, it's just a matter of properties, for instance Full Metal Jacket -> piercing bonus.

  • up
    50%
  • down
    50%
Trinital

THe problem is.. You are limiting how many types of guns you can use. Because your overriding a finite amount of slots.

You only get 3 Animation sets to play with.

  • up
    50%
  • down
    50%
kamal

How about ranged weapons that are their own ammo type, such as darts or throwing axes?

  • up
    50%
  • down
    50%
Trinital

Also hard coded.. and you'd be throwing your gun at people. Could be fun.

  • up
    50%
  • down
    50%
Claudius33

THe problem is.. You are limiting how many types of guns you can use. Because your overriding a finite amount of slots.

 

Are you sure Trinital?

I've currently defined 3 heavy 'crossbows', using 3 differents models,  2 from Loki and one from Daggerknight. All three are showed in game and in the toolset as different weapons. Of course they all fire bolts.

One is defined as an Assault Rifle (Loki) , standard and DMR versions (matter of properties).

One is a defined a Light Machine Gun (Loki).

One is special (no spoil atm) (Daggerknight)

So you can design many models sharing the same slot. I don't know if there is a limit by slot. Loki's AR is using Parts 1, 2, 3 all numbered 74, so I think there's plenty of room to  safely define many different type pistols, SMGs, shotguns, assault rifles, battle rifles, sniper rifles, LMGs only using the heavy crossbow slot. Of course they will all share the bolt firing animation.

  • up
    50%
  • down
    50%
kamal
You need a rocket propelled grenade launcher so you can have a RPG in your RPG and make that rappers meme guy happy.
  • up
    50%
  • down
    50%
Claudius33

Actually I have one. It's just a dressed standard magical item though.wink

  • up
    50%
  • down
    50%
rjshae

Also hard coded.. and you'd be throwing your gun at people. Could be fun.

Possibly a visual effect could be used so that the weapon appears to remain in the hands until the scripts returns it to the equipped inventory.

  • up
    50%
  • down
    50%
Trinital

Are you sure Trinital?

I've currently defined 3 heavy 'crossbows', using 3 differents models,  2 from Loki and one from Daggerknight. All three are showed in game and in the toolset as different weapons. Of course they all fire bolts.

----

I am only talking about unique animation sets.

You wouldn't hold a pistol and a sniper rifle the same way as a shotgun for example.

  • up
    50%
  • down
    50%
Grog

I guess you could broadly get away with two animations (and therefore two weapon sets)?

- Two arms outstretched at head-height, one in front of the other, for pistols, rifles, sniper rifles

- Two arms holding the weapon at waist height for shotguns, miniguns, etc

  • up
    50%
  • down
    50%
Claudius33

You read my mind, Grog.

I'd say pistols at waist are acceptable  : not military but cinematographic wink.

The sling slot could be sacrified for pistols, shotguns, machine pistols and .... miniguns.  Well, a 'druid' carrying a minigun that's fun smiley. And bullets are fired already ...

Happy new  year to all.

 

  • up
    50%
  • down
    50%
Trinital

There are already a few Gun Packs out there.

I released one but it's not up to date with the more recent tricks I've found to make guns really play nice. Probably should get around to updating that.

 

One other thing:

If you fire a bullet that has a vfx on it (Like Ice or Fire) the VFX on bullet trail does not play. Since I use an override for that to get the gun to "Fire" that means you can't really add vfx's to bullets.

 

  • up
    50%
  • down
    50%
rjshae

If you fire a bullet that has a vfx on it (Like Ice or Fire) the VFX on bullet trail does not play. Since I use an override for that to get the gun to "Fire" that means you can't really add vfx's to bullets.

Possibly you could combine the effects into a single vfx. I.e. merge fire and a trail.

  • up
    50%
  • down
    50%
Trinital

The VFX lookup that is applied for having fire / frost is hardcoded (I think)  to the damage type on the bullet. The Trail is a 2DA lookup.

Not sure how you'd do that rjshae.

  • up
    50%
  • down
    50%
rjshae

Wielding a logging axe two-handed:

  • up
    50%
  • down
    50%
rjshae

Here's my first animated container, a boring (tintable) steel office cabinet: closed (left) and open (right). It was a fun exercise trying to get this working right. FreshLook over on the Nexus was very helpful and finally got me through it.

  • up
    100%
  • down
    0%
rjshae

I've been having a bit of fun animating some ported models. Here's a few old models, now animated, and some new ones. The table, bucket, and chair at left are not animated, of course. The Safe model at bottom is currently in the open position. (The interior shadows on the safe are a bit wierd, unfortunately. Maybe it needs a C3 collision mesh?) Only the top drawer opens on the two chests of drawers, but that's good enough I think.

Wish I'd had this capability ages ago.

  • up
    100%
  • down
    0%
PJ156

We want animated chairs and buckets!

 

PJ

  • up
    50%
  • down
    50%
kamal

  • up
    100%
  • down
    0%
rjshae

The clone army is looking a little ragtag at the moment, being armed only with various improvised melee weapons. Thus far, from left to right, there's a logging axe, fireplace poker, frying pan, sledgehammer, tire iron, and baseball bat. All models are being kept under a 240 tri count.

 

  • up
    100%
  • down
    0%
PJ156

With the standard animations I guess the frying pan will be used as an impale/piecing weapon. That said, hit someone hard enough, and any weapon is a piercing weapon. Just makes more mess when it's blunt.

PJ

  • up
    50%
  • down
    50%
rjshae

I just made the frying pan a club weapon. The animations seem to work okay -- I test out each one in game.

  • up
    100%
  • down
    0%
PJ156

I have no doubt that you do RJS. Your work is always good. The thought of a frying pan as an impaleing weapon tickled me.

PJ

  • up
    50%
  • down
    50%
rjshae

How would you classify the pick as a weapon type in NWN2? For example, a pickaxe or a crowbar. I was thinking it's somewhat similar to a mace, but maybe there's a better, well... pick.

  • up
    50%
  • down
    50%
kamal

Depends how you're wielding them.One handed crowbar is a club, two handed maybe a warhammer? A pickaxe seems like it would be a piercing weapon.

  • up
    50%
  • down
    50%
rjshae

The morningstar is classed as a simple, medium-sized, piercing and smashing weapon, so maybe I'll use that then. Seems about as close as I'm going to get.

  • up
    50%
  • down
    50%

Pages