Unconventional Weapon Ideas

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CodaRez
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Re: Unconventional Weapon Ideas

Post by CodaRez »

Light whip:

Create a new tentacle attached to the weapon hand of the unit(of course facing forward)

Use the lightsaber texture on it

Give the unit a lightsaber hilt but with the .odf excluding the texture(invisible blade)
Increase the length of the blade by what, 1.75

Cosmetically it can fool the audience.

The tentacle and weapon would both correspond to the weapon hand. And when swung around the tentacle reacts.

And it balances too as it will have the same blade(except maybe longer, but hey, it SHOULD be different from a standard saber)
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Re: Unconventional Weapon Ideas

Post by Fiodis »

Odd bug involved: on death, if the unit doesn't kneel like a hero, the saber hilt could fly from its hand but the lightwhip "blade" would remain in the unit's hand, looking...odd.
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Re: Unconventional Weapon Ideas

Post by RogueKnight »

Fiodis wrote:Odd bug involved: on death, if the unit doesn't kneel like a hero, the saber hilt could fly from its hand but the lightwhip "blade" would remain in the unit's hand, looking...odd.
Make the unit kneel? Seems like a simple solution to a not-so-complex problem. Anyone wielding a lightwhip (that would require a custom model) should be a hero anyways.
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Re: Unconventional Weapon Ideas

Post by CodaRez »

DarthRogueKnight wrote:
Fiodis wrote:Odd bug involved: on death, if the unit doesn't kneel like a hero, the saber hilt could fly from its hand but the lightwhip "blade" would remain in the unit's hand, looking...odd.
Make the unit kneel? Seems like a simple solution to a not-so-complex problem. Anyone wielding a lightwhip (that would require a custom model) should be a hero anyways.
Well...Nightsisters use em, and they are in essence their cannon fodder(unless its the Clan Mother or a highranking witch or anything)

Is it not possible for them to die with the hilt IN hand?

Or you could make the hilt transparent and insert/hex-edit a saber model addon msh onto the arm(after all, whats wrong with the weapons staying in hand seriously :P )

Did u actually get it in-game? If so, got screenies?
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Re: Unconventional Weapon Ideas

Post by Fiodis »

CodaRez wrote:Did u actually get it in-game? If so, got screenies?
Oh, no, I didn't even make it. :wink: But you can pretty much tell what would happen, or should happen....yeah, hexing the saber hilt into the unit's hand is certaintly one way to fix that, or you can make it kneel.
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Re: Unconventional Weapon Ideas

Post by CCO! »

Got another batch here.

A weapon that draws your foe closer to you with every hit. This is more useful than it sounds, imagine this, you are a stormtrooper on the Death Star, as you run towards the generator room with cps 3 and 4 a strange weapon grabs you as each you are dragged towards a rebel on the other side of a gap, as you tumble over the edge he stops his fire, and grins as you tumble towards your doom.

A mortar style beam, it arcs down at one point, giving you a nice steady shot on an enemy base, great for taking out units hiding behind walls.

Targeter, the unit hit would suddenly become a priority for your allies (is this possible?) Think a squad of Clones owning a Super Battle Droid together, then spreading out to deal with the B1s around it.

Berserk-The unit who casts this buff and those nearby will begin losing HP but their weapons become twice as strong, that's our heroic team fighting to the end.

Supply Drop-A wealth of Health+Ammos appear at the location via orbital strike.
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Re: Unconventional Weapon Ideas

Post by Fiodis »

CCO! wrote:Got another batch here.

1. A weapon that draws your foe closer to you with every hit. This is more useful than it sounds, imagine this, you are a stormtrooper on the Death Star, as you run towards the generator room with cps 3 and 4 a strange weapon grabs you as each you are dragged towards a rebel on the other side of a gap, as you tumble over the edge he stops his fire, and grins as you tumble towards your doom.

2. A mortar style beam, it arcs down at one point, giving you a nice steady shot on an enemy base, great for taking out units hiding behind walls.

3. Targeter, the unit hit would suddenly become a priority for your allies (is this possible?) Think a squad of Clones owning a Super Battle Droid together, then spreading out to deal with the B1s around it.

4. Berserk-The unit who casts this buff and those nearby will begin losing HP but their weapons become twice as strong, that's our heroic team fighting to the end.

5. Supply Drop-A wealth of Health+Ammos appear at the location via orbital strike.
1. It sounds pretty useful to me, though it is essentially a force-pull rifle thing with a weaker pull.

2. Interesting idea - is it possible to bend the path of bolt-class ordances? Anyone know?

3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).

4. Hmm, I think possible through a compound buff, damage increase and health negative regen, though I haven't worked with buff-classes much.

5. I doubt you can make it rain health and ammo, but that does give me another, similar idea:

An orbital strike fasioned with a semi-transparent laser texture to look like...a beam, I suppose, for lack of a better term. It deals 1 damage and there's a lot of them in a salvo, to simulate the appearance of a continuous beam. In LUA code: OnObjectDamage, check to see if it's the beam weapon, SetProperty(victim, "CurHealth", "CurHealth" + 2). Plus two to balance out the 1 damage that must be first dealt for the code to spring into action.

End result (hopefully): beam of health-regenerating radiation falling from the sky. Well, one more thing to add to the pack. I rather like this idea, though I'd have to test it first.
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Re: Unconventional Weapon Ideas

Post by kinetosimpetus »

the buff will work, i've done it
i made allies lose health, increase defense, and increase offense
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Re: Unconventional Weapon Ideas

Post by RogueKnight »

Fiodis wrote: 3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).
Such a weapon would serve well as a commander weapon, similar to an orbital strike, since not only would the commanders be the one telling the units to attack that unit, but making it a limited weapon, such as only two or three shots, would add a certain strategy to gameplay, without overloading .lua.
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Re: Unconventional Weapon Ideas

Post by Fiodis »

DarthRogueKnight wrote:
Fiodis wrote: 3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).
Such a weapon would serve well as a commander weapon, similar to an orbital strike, since not only would the commanders be the one telling the units to attack that unit, but making it a limited weapon, such as only two or three shots, would add a certain strategy to gameplay, without overloading .lua.
Even then, what with ammo drops and Gonk droids and all, it'd be fired a lot more than twice (or thrice) in the course of an entire battle. What's the limit on AI goals, something near nine?

EDIT - Twenty. Not nearly as bad as I thought, but still pontentially worrying.
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Re: Unconventional Weapon Ideas

Post by Fluffy_the_ic »

Fiodis wrote:
DarthRogueKnight wrote:
Fiodis wrote: 3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).
Such a weapon would serve well as a commander weapon, similar to an orbital strike, since not only would the commanders be the one telling the units to attack that unit, but making it a limited weapon, such as only two or three shots, would add a certain strategy to gameplay, without overloading .lua.
Even then, what with ammo drops and Gonk droids and all, it'd be fired a lot more than twice (or thrice) in the course of an entire battle. What's the limit on AI goals, something near nine?

EDIT - Twenty. Not nearly as bad as I thought, but still pontentially worrying.
Can't you set it so that weapons can't be regenerated by ammo packs or gonks?
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Re: Unconventional Weapon Ideas

Post by CCO! »

Homing Beacon, attach this to a vehicle, speeder bike seems best, one time weapon. When fired a squad of 4 [Heavy Duty Unit Here] spawns in right by the bike, going behind rebel lines and unleashing some darkies =D
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Re: Unconventional Weapon Ideas

Post by Fiodis »

Fluffy_the_ic wrote:
Hidden/Spoiler:
[quote="Fiodis"][quote="DarthRogueKnight"][quote="Fiodis"]
3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).
Such a weapon would serve well as a commander weapon, similar to an orbital strike, since not only would the commanders be the one telling the units to attack that unit, but making it a limited weapon, such as only two or three shots, would add a certain strategy to gameplay, without overloading .lua.[/quote]
Even then, what with ammo drops and Gonk droids and all, it'd be fired a lot more than twice (or thrice) in the course of an entire battle. What's the limit on AI goals, something near nine?

EDIT - Twenty. Not nearly as bad as I thought, but still pontentially worrying.[/quote][/hide]
Can't you set it so that weapons can't be regenerated by ammo packs or gonks?[/quote]
You can set it so they can't be refilled by drops; not sure about Gonks. And there's always respawning.
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Re: Unconventional Weapon Ideas

Post by RogueKnight »

Fiodis wrote:
Fluffy_the_ic wrote:
Hidden/Spoiler:
[quote="Fiodis"][quote="DarthRogueKnight"][quote="Fiodis"]
3. Possible (and I think discussed before) - LUA code outline: OnObjectDamage, check for the weapon damaged with, AddAIGoal (though there's a limit to how many of these there can be, amking them a bit impractical to fling about with weapons).
Such a weapon would serve well as a commander weapon, similar to an orbital strike, since not only would the commanders be the one telling the units to attack that unit, but making it a limited weapon, such as only two or three shots, would add a certain strategy to gameplay, without overloading .lua.
Even then, what with ammo drops and Gonk droids and all, it'd be fired a lot more than twice (or thrice) in the course of an entire battle. What's the limit on AI goals, something near nine?

EDIT - Twenty. Not nearly as bad as I thought, but still pontentially worrying.[/quote][/hide]
Can't you set it so that weapons can't be regenerated by ammo packs or gonks?[/quote]
You can set it so they can't be refilled by drops; not sure about Gonks. And there's always respawning.[/quote]
It would be a useful weapon for something such as a campaign, where more of a mission is needed to be accomplished, and its not so much a spam-fest of getting new ammo every ten seconds.
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Re: Unconventional Weapon Ideas

Post by CodaRez »

Razor Net:

(SWG inspired)

Your gun has a different mode setting that fires a net(texture)

Once it hits the target it slows down tremendously while losing health

If you are really devoted, make a net "effect" around the victim unit.
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Re: Unconventional Weapon Ideas

Post by Fiodis »

CodaRez wrote:Razor Net:

(SWG inspired)

Your gun has a different mode setting that fires a net(texture)

Once it hits the target it slows down tremendously while losing health

If you are really devoted, make a net "effect" around the victim unit.
An easy way would be a modified Force Lightning effect/odf. "Net Toss."
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Re: Unconventional Weapon Ideas

Post by CCO! »

The Targeter is inspired by Republic Commandos by the way.

How about a flashlight? On a VERY dark map you can fire a weapon that does 0 damage, but illuminates the area it fires in.

Of course this would be for multi-player as bots do not care about lighting.

A weapon that kills those inside a vehicle without damaging the vehicle itself?

I'm invisioning a kind of talon for this, someone sticks a big claw in the side of a tank and kills the driver.

Teleportation Chamber upon entry the player can select an allied cp and is teleported to there.

Jetpack-A vehicle which pretty much shows the driver with a jetpack on back, while in the air they cannot fire(anyone wearing this probably does not have the training, after all, they weren't issued one they just picked it up).
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Re: Unconventional Weapon Ideas

Post by Fiodis »

CCO! wrote:1. How about a flashlight? On a VERY dark map you can fire a weapon that does 0 damage, but illuminates the area it fires in.

Of course this would be for multi-player as bots do not care about lighting.

2. A weapon that kills those inside a vehicle without damaging the vehicle itself?

I'm invisioning a kind of talon for this, someone sticks a big claw in the side of a tank and kills the driver.

3. Teleportation Chamber upon entry the player can select an allied cp and is teleported to there.

4. Jetpack-A vehicle which pretty much shows the driver with a jetpack on back, while in the air they cannot fire(anyone wearing this probably does not have the training, after all, they weren't issued one they just picked it up).
1. Been there, done that. Matter of fact that's used in my upcoming, almost-ready map. I ought to post a WIP, come to think of it....

2. Interesting. If I use KillObject on a character's unit while that unit is in the vehicle, it'd kill the unit, not the vehicle, yes? Maybe possible...

3. Not much of a weapon.

4. Not sure about that, but it'd involve making a new basepose (or making a very fancy jetpack model) and in any case it's a vehicle, not a weapon. Quite a few ideas here are not really weapons....


BTW, for the flashlight to work on objects, light settings have to be on medium, and on high for terrain.
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Re: Unconventional Weapon Ideas

Post by Darth_Squoobus »

What about THE RAKGHOUL PLAGUE? :runaway:
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Re: Unconventional Weapon Ideas

Post by Fiodis »

OnCharacterDeath, teleport a rakghoul unit from a local team's holding pen somewhere out of site to the character's matrix. I'm sure this was discussed in here already, though a search for "rakghoul" turned up nothing but your very large red letters.
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