Page 13 of 23
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 7:07 pm
by Fiodis
What they appear to be is as important, in my opinion, as how they work. The normal BF2 player, after all, doesn't look at mods and think, "Oh, that grappling hook is really a fancy LUA workaround." They think, "Hey - a grappling hook. Neat."
No, there's not much difference in the method between music-playing turrets and standard weapons - but how it comes off looking is as important as how it's done, and in this case I think a piano is certaintly unconventional.
On the subject of dancing midgets (well, not really) I was thinking about a "bodyguard" caller/summoner/dispenser/however you want to call it. Basically a summon weapon that makes a specialized unit appear in front of you. This unit is specialized because it's not there to kill enemies, but to help you survive.
I'm thinking of a big thing (generally furry in my mind - no idea why) that leaps into action, taking bolts for you in the fasion of faithful bodyguards in movies the world over.
Knowing what I know of modding, though, I doubt that's possible - no way the AI can tell when you're being shot at. But perhaps a personal medic may be possible.
Another type of bodyguad could be made that has a mission to defend you, and a melee weapon with a .combo file that has a deflect state everywhere, which can eventually be overpowered by the enemy. Basically "summon human shield".
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 7:17 pm
by [RDH]Zerted
destructo_bot wrote:Would it be possible to make a map in which there is very few objects to start with, and then two (command) units that each have a dispensable fortress...
Yes, I'm basically doing that with my RTS map. You start off with nothing but a few units to boss around and you go from there. The AI don't know how to play the 'command' units, but it should work fine in MP. The command weapons are all Lua based. They deal out AI goals (working) and drop build platforms (WIP). I guess you can consider those unconventional weapons, but they aren't meant to actually hurt anything.
leaps into action, taking bolts for you
A few bots set to
Follow a player can swarm around that player making it harder for him to aim
(they try to stand behind the player in an arrow formation). Implementation: The player uses a weapon which spawns the furry things. They wonder around or follow the player. When the player is damaged (
OnObjectDamageMatch(function(object,attacker) ... end,playerUnit)), the furries swarm/follow the attacker.
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 9:12 pm
by myers73
this idea could be expanded into a great multiplayer mod. Players start with one character to choose from, but more become available as player earns points. characters have one pistol to act as a targeting weapon, and a melee weapon. secondary would be two dispensers. each dispenser could dispense up to two furballs or whatever. use pistol to target an enemy and your furballs attack, also use your melee. when your enemy player is subdued his/her furballs turn to your team.
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 11:31 pm
by [TFA]Padawan_Fighter
Maveritchell wrote:Fiodis wrote:An autoturret that plays music is actually a good idea.
Now
you're the one being conventional:
Fiodis wrote:The other two ideas are not, in my opinion, "unconventional": they're just standard weapons with different ordances.
Every weapon has the ability to "play music" (there is no difference between a song and a blaster shot). Think of weapons in terms of what they really are and not just what they appear to be.

Perhaps you forgot part of what I said:
[TFA]Padawan_Fighter wrote:Turn Max Rebo's piano thingy into a turret, and once fired, it plays a song, like the Cantina Theme. Allies will get a buff from it and enemies will be set ablaze/blow up.
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 11:45 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:[TFA]Padawan_Fighter wrote:Turn Max Rebo's piano thingy into a turret, and once fired, it plays a song, like the Cantina Theme. Allies will get a buff from it and enemies will be set ablaze/blow up.
That's a pretty standard cannon ordnance. Buffs are buffs, emitters are emitters (and you can use both as primary/secondary ordnances of the same weapon), and a fire sound is a fire sound. I didn't forget what you said, but it's not tough to do what you said.
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 11:46 pm
by [TFA]Padawan_Fighter
It's not tough to do that, but does it mean it isn't unconventional?
Re: Unconventional Weapon Ideas
Posted: Tue Sep 15, 2009 11:50 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:It's not tough to do that, but does it mean it isn't unconventional?
According to the context in which it was defined?
Fiodis wrote:The other two ideas are not, in my opinion, "unconventional": they're just standard weapons with different ordances.
...yes, it does mean it's not unconventional.
I'm not making a judgment here one way or another, but I was pointing out to Fiodis that the same thing he said to another user ("just changing the ordnance" = conventional) could be applied to this same thing he lifted up as being a good idea.
If you've got a good reason to use something then I think it's a super idea, whether it's a piano weapon or whether it's just a laser with a different texture. Making "neato" weapons that look different is overrated, in my opinion, because it's just a small, small part of having fun in a game. If you've got something that works and fits, then it's good, whether it's unique-looking or not.
Re: Unconventional Weapon Ideas
Posted: Wed Sep 16, 2009 2:51 am
by [TFA]Padawan_Fighter
Well, it'd still be cool.
Re: Unconventional Weapon Ideas
Posted: Sat Sep 19, 2009 10:11 am
by CCO!
Back with a new group of ideas.
Madness Thrower--A flamethrower that turns those hit by it into a third(or fourth or fifth...) team which is hostile to all.
Force Raise Dead-- Spawns in some dead units(would be clones for clone wars, stormies and aliens for gcw) which attempt to overrun your enemy.
EDIT--On walkers why not put a trample attack, courtesy of the acklay?
Re: Unconventional Weapon Ideas
Posted: Sat Sep 19, 2009 1:47 pm
by Fiodis
The Acklay's "trample" is due to .combo work. Walkers (and any other vehicle) cannot use a combo file.
That said, I wonder if it's possible to put damage edges on a walker, so that it can kill in the same way a speederbike can run over people? Well, that's on the border of "conventional"....
Force Raise Dead is identical to the multitude of summon-type weapons discussed already.
The Madness Thrower is perfectly possible, and would require only a slight adjustment of the LUA code for Force Hypnotize (which I've developed already).
Re: Unconventional Weapon Ideas
Posted: Sat Sep 19, 2009 2:04 pm
by Twilight_Warrior
Fiodis wrote:The Acklay's "trample" is due to .combo work. Walkers (and any other vehicle) cannot use a combo file.
That said, I wonder if it's possible to put damage edges on a walker, so that it can kill in the same way a speederbike can run over people?.
I was stepped on an AT-AT the other day and I died...the AT-TE does it too. I'm pretty sure it's possible to do a trample thing.
Anyway...
How about a Riot Shield?
You could have it block infinitely, maybe even add an attack where they sweep it to the side to hit someone, or just have the character holding a nightstick, too, so that they can hit people with that.
Re: Unconventional Weapon Ideas
Posted: Sat Sep 19, 2009 2:13 pm
by mswf
I riot shield should be possible. The Durge from BF0 uses dual blasters and the same type of shielding. You could use the same .odf and then only ad a different .msh for the shield instead of the purple disks.
Re: Unconventional Weapon Ideas
Posted: Sat Sep 26, 2009 11:30 am
by Fiodis
Actually, if you look at, say, Majin Revan's RotE 3 map (Naboo, I believe) you are occasionally assaulted by riot-shield-wielding Gungans.
Re: Unconventional Weapon Ideas
Posted: Thu Oct 08, 2009 9:17 pm
by [TFA]Padawan_Fighter
How'bout a Drain weapon?
Basically, what it does, is melt down the enemy's health (choke anim would be cool), while regaining yours. But there has to be some way where you don't regain it without a target selected...that should be kind of easy...
does that count as unconventional? *fidgets fingers in a nervous way*
Re: Unconventional Weapon Ideas
Posted: Thu Oct 08, 2009 9:49 pm
by kinetosimpetus
Ive thought about something like that before. I would use a tweaked, recolored force lightning, really low damage, use lua to detect hits and (if you can get a unit's stamina) lower it by x until it is less than x, and then reduce its health by x, and anytime it hits, it increases the users health by x/2 or something. because i want to emulate the jka force power I just don't have any of this type of lua experience to do it myself...
Re: Unconventional Weapon Ideas
Posted: Thu Oct 08, 2009 10:33 pm
by Fiodis
I actually wrote up a working code for that months ago.
Although, I made the health regain x/3 as x/2 seemed too high.
I plan on releasing that eventually, with a LUA script/weapon pack.
Re: Unconventional Weapon Ideas
Posted: Thu Oct 08, 2009 10:47 pm
by kinetosimpetus
Please do, I'd like that much

Re: Unconventional Weapon Ideas
Posted: Sun Oct 11, 2009 6:28 pm
by [TFA]Padawan_Fighter
Is it possible to shift gravity in BF2? 'Cuz that would make some pretty awesome weapons.
Re: Unconventional Weapon Ideas
Posted: Sun Oct 11, 2009 6:45 pm
by bobfinkl
[TFA]Padawan_Fighter wrote:Is it possible to shift gravity in BF2? 'Cuz that would make some pretty awesome weapons.
No, this has been discussed plenty of times and it is not possible in BF2 and it's best left at that.
Re: Unconventional Weapon Ideas
Posted: Sun Oct 11, 2009 7:11 pm
by [TFA]Padawan_Fighter
Aww.