Unconventional Weapon Ideas

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Fiodis
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Re: Unconventional Weapon Ideas

Post by Fiodis »

Plus the fact that there are various glitches and potential CTDs when you work with controllable animated units.
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Re: Unconventional Weapon Ideas

Post by CCO! »

After playing a little Valve (funny story, instead of Half-Life this Christmas, I got the Orange Box) I'm thinking of a few ideas.

1. Security Console: For indoor maps (say...Polis Massa) a console let's you open and close doors/bridges/torpedo shoots/vehicle hangers. Borrow some Space Turret code, to get the whole, the turret's in a different place feel. Then you can SHOOT the turret at various control panels linked to things throughout the building. There is another console which let's you repair it.

It looks difficult, but could probably work a little.

2. Call bomb. A detonator which attracts the AI to it, overpowered though, so maybe hero material.

3. Sapper, it takes away your stamina.

4. Performance Boost: Every hit you get does more damage

5: I have no name for this next one, but it's based off Excalibur from Fire Emblem: You send a shot off. If it misses, nada, if it hits explosions cripple the area. A real Hit-or-Miss weapon.
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Fiodis
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Re: Unconventional Weapon Ideas

Post by Fiodis »

1 is a lot easier to do with just a door and a panel, and LUA code so that on the panel's destruction the door closes (or opens), and vice versa on the panel's repair. It's been done before.

2 is possible, I think, using AI goals. See the other 20 or so AI-goal-related suggestions here.

3 is probably impossible. Stamina's very tricky to work with. The only "trick" I can think of, really, would be a weapon that instantly regenerates stamina (by dispensing/shooting something and using CreateEntity to create a custom stamina canister, that is then picked up).

4 is the stock rage buff.

5 is probably halfway possible. You can have a weapon that does 1 damage, and check via LUA to see if it hits anything. Not sure how to trigger the explosion, though, except maybe through a messy CreateEntity that creates a suicidal autoturret at the matrix of the target.
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CCO!
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Re: Unconventional Weapon Ideas

Post by CCO! »

I should have worded 4 better :oops: I mean each successive hit does extra damage so hit 1 does 1 damage, hit 2 does 2 damage etc.
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destos
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Re: Unconventional Weapon Ideas

Post by destos »

Perhaps a confusion ray, or force confuse.

basically when hit with the confuse ray your buttons are remapped for about 20 seconds, and perhaps it even changes every 5 seconds to a different layout for which button does which, like your jump turns into walk forward, then your walk forward becomes primary fire button, and so forth.

I'm not sure if it can be done. but it certainly would annoy the heck out of anyone playing the game =P
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Fiodis
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Re: Unconventional Weapon Ideas

Post by Fiodis »

The confuse thing can't be done. You can't remap keys dynamically like that. You could have something that just makes the person's screen shake for a longer period of time, but that's not really so unconventional: just an explosion with long shake time and small shake radius.
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Re: Unconventional Weapon Ideas

Post by Super_Clone »

I assume you got the force confuse idea from TFU:USE (Jedi Temple and fight with old Ben)?
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destos
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Re: Unconventional Weapon Ideas

Post by destos »

no, lol

i got the idea while sitting in a bed far away from my home( and with no access to my computer/any internet) just waiting for sleep, i don't remember how i got to thinking of it though...
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Re: Unconventional Weapon Ideas

Post by skelltor »

off topic were is that deployable cp that someone said skyhammer made

on topic how about a mine that when enamys get by it it shoots like 15 granades out from the center

this one isent really unconventional but how about an becon that callls in a suplie drop like 15 health and ammo containers

how about an infer red vision thing like binoctulerss but when u zoom all enamies turn bright red
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Re: Unconventional Weapon Ideas

Post by Fiodis »

I can't think of a way to make enemies highlighted while using a special instrument, unless maybe that instrument was a vehicle that you entered and there was a custom enemy unit icon to replace that cirlce-within-a-square. But this wouldn't work well with binoculars.

I don't think sky released his spawnable CP. It is pretty simple to make, though, just a static command flyer.
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Re: Unconventional Weapon Ideas

Post by mswf »

Oh yeah, that extremely long word :lol:
Oh and those supply drops you talk about shouldn't be too hard to make, there is a topic in which sky explains how to make deployable stuff deploy stuff. (it's in the FAQ)
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Re: Unconventional Weapon Ideas

Post by Fiodis »

It's just dispensing a turret with a dispenser weapon.
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Re: Unconventional Weapon Ideas

Post by skelltor »

i dont see the topic there whats it called??
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Re: Unconventional Weapon Ideas

Post by Twilight_Warrior »

Look at the top of the "SWBF2 Modding" Forum. There should be one called "The FAQ/Everything You Need to Know Thread."
You know what, nvm... LINK: http://www.gametoast.com/forums/viewtop ... 27&t=13806
You could've also used the search function at the top of the page, but I won't get into that.

Back on topic: The Flying Boot.
Requires new "kicking" animations, but essentially throws a "grenade" underhanded (like in BFX) in the shape of a boot as if your unit kicked it off. No blast radius, but does damage upon contact.
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Re: Unconventional Weapon Ideas

Post by myers73 »

i think throwing knives would be pretty cool, not too hard either, just saber throw really.
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Re: Unconventional Weapon Ideas

Post by skelltor »

Twilight_Warrior wrote:Look at the top of the "SWBF2 Modding" Forum. There should be one called "The FAQ/Everything You Need to Know Thread."
You know what, nvm... LINK: http://www.gametoast.com/forums/viewtop ... 27&t=13806
You could've also used the search function at the top of the page, but I won't get into that.
i know were that was i dont know what topic is it in or were in the faq it wound be i looked under odf but dident notice any names that sounded right

edit woops i found it
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Re: Unconventional Weapon Ideas

Post by Sky_216 »

Deployable CP odf... Fiodis is right, it really is simple.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]
SwitchClassRadius = "5.0"
FLYERSECTION = "BODY"

PilotType = none
SetAltitude = 0
GravityScale = 25.0
MapTexture = "hud_flag_icon"
HealthTexture = ""

MapScale = 1.8
MapViewMin = 1000
MapViewMax = 1000

GeometryName = "com_weap_inf_dropturret"
AnimationName = ""
FirstPersonFOV = "60"
CockpitTension = "0"
ThirdPersonFOV = "0"



SpawnPointCount = "6"
SpawnPointLocation = "-1.0 0.0 1.0 0"
SpawnPointLocation = "1.0 0.0 1.0 0"
SpawnPointLocation = "-1.0 0.0 0.0 0"
SpawnPointLocation = "1.0 0.0 0.0 0"
SpawnPointLocation = "-1.0 0.0 -1.0 0"
SpawnPointLocation = "1.0 0.0 -1.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 0
Value_ATK_Alliance = 0
Value_ATK_CIS = 0
Value_ATK_Empire = 0
Value_ATK_Republic = 0
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

CollisionScale = "0.01"
CollisionThreshold = "0.0"

CollisionInflict = "0.0"

MaxHealth = 1000.0
HealthType = "mine"


TakeoffTime = 0
TakeoffSpeed = 0
LandingTime = 0
LandingSpeed = 0
TakeoffHeight = 0


Acceleraton = 0.0
MinSpeed = 0.0
MidSpeed = 0.0
MaxSpeed = 0.0

EnergyBar = "0"
EnergyAutoRestore = "0"
EnergyBoostDrain = "0"
EnergyTrickDrainSingleTap = "0"
EnergyTrickDrainDoubleTap = "0"

BoostAcceleration = "0"
BoostSpeed = "0"
TrickRollSpeed = "0"
TrickFlipSpeed = "0"
TrickSideRollStrafeSpeed = "0"

FOVEffect3rd = 0

PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0
BankAngle = 0
BankFilter = 0
LevelFilter = 0
LevelFilter = 0
LevelFilterLanding = 0
RollRate = 0

VehiclePosition = "common.vehiclepositions.pilot"


ExplosionDestruct = "cis_bldg_inf_autoturret_exp"


HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"

DamageStartPercent = "100"
DamageStopPercent = "0.0"
DamageEffect = "com_sfx_dropzone_cis"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "dummyroot"
Requires the "CommandFlyer" memory pool in your map lua.
Oh and for heaven's sake if you use one give it a different model, this just uses the autoturret model as a placeholder because I'm not releasing my MCP model + effects yet.
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Re: Unconventional Weapon Ideas

Post by skelltor »

is there any way to use it in a side mod with out editing all the maps??
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Re: Unconventional Weapon Ideas

Post by mswf »

skelltor wrote:is there any way to use it in a side mod with out editing all the maps??
Why wouldn't it?
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Re: Unconventional Weapon Ideas

Post by skelltor »

he said it would Requires the "CommandFlyer" memory pool in your map lua.
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