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Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 5:27 pm
by Jodandotson
Regarding the Plague Idea:
Don't clone commanders and other units use buffs all the time? I guess it has to be one of their weapons for them to use it. Maybe they can be given neuro poison as a weapon temporarily that is constantly in use while they are infected. IDK. I'm not much of a modder but hopefully I will be learning soon. Let me know how it goes if anyone attempts this.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 6:37 pm
by Sky_216
Diststripe wrote:That would probably cause an intence crash or slow down the game and cause lag or watever its called when you lag offline

but anyway say like 10 are infected with it you start ti dislike the mod, unless........

you carefully change the buff radious to a small region to like you almost have to touch the unit to get him infected also im almost %100 that this infected mod thing could work with some careful planning.

Also just script it to naero gas or whatever so it only gets enemies,



Then script the buff to a constant buff for 30 seconds or whatever


NOW we you should have this scripted:Say your in game you use this custom buff it infects a unit on the other team and the other unit should be sending out some nearo gas buff and you should hear the nearo gas noise over, over, over and over again for 30 seconds

NOW you just need to change the nearo effect buff to infect there own team and............. :eek:

yes it works I just dont know how to change the radious, but its probably in the scripts somewhwere to lazy to look ;):P

My friend who is an amazing scripter helped me with this I went to his house and he showed me, I was amazed it actually worked and he has never had previous experience to modding swbf2 he just read some docs and voila :thumbs:

I will get him to join gametoast so he can make it more deatailed but, if I was not clear enough, I oviously did not know all of the file names, but he will be able to provide all of that information for you.
Interesting...but you/your friend need to actually prove it.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 7:03 pm
by Eggman
[TFA]Padawan_Fighter wrote:
Maveritchell wrote:
[TFA]Padawan_Fighter wrote:Is it possible to make a carbonite freeze rifle, like in Renegade Squadron?


Also, I think I have an idea on how to make a slightly more-advanced version of Mav's grappling hook.

1. Starts out as normal, putting up a grapple beacon someplace.

2: You would then fire an (unmovable) homing rocket with the model changed to fit that of the unit's, and also turning you invisible.

3: Once the rocket hits the beacon, you teleport there. Easy...er..maybe.
This is basically:
1) Do X
2) ???
3) Profit!

Step 2 makes no sense because it's absolutely ludicrous.

What are you talking about?

'Doing X' is exactly the same to the first step of your grapple, Mav. Ye just throw a grapple beacon in front of you.

As for step 2 making more sense:

Firing homing rocket: Possible

Changing model of homing rocket: Possible, and done before

Editing a starfighter's (in this case rocket's) maneuverability to where it cannot be turned around: Possible

Turning the player invisible: Very possible


So...I'm sorry, but I fail to see how step 2 'makes no sense'.
I don't think Mav's saying it makes no sense as in "it's impossible." He's just saying it makes no sense because it's completely unnecessary and convoluted.

As far as I can tell from using Mav's version of the grappling hook, the player:

1.) Hits the target
2.) Is teleported

Your way of making it "more advanced" is to simply add in a load of unnecessary steps.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 7:18 pm
by myers73
I think the "step 2" that everyone thinks is unnecessary is to simulate the player moving through the air. It is unnecessary, but if polished will look good....maybe, keep in mid the pose of the "rocket/player model will be very awkward.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 7:36 pm
by Maveritchell
I typed "do X" because it was quicker that way. All I was saying was that your step two is ridiculous.
[TFA]Padawan_Fighter wrote:As for step 2 making more sense:

Firing homing rocket: Possible

Changing model of homing rocket: Possible, and done before

Editing a starfighter's (in this case rocket's) maneuverability to where it cannot be turned around: Possible

Turning the player invisible: Very possible
That represents a very tenuous grasp on what's possible with a weapon. Making a homing weapon is fine. Changing the model is possible, but you want to change it to the model of a unit so that it looks realistic. You can only have a static model. It would look bad.

You also want to "make the unit invisible" while the rocket is fired (and presumably only then). That's ludicrous. Yes there is an invisibility weapon, but that's irrelevant here. The only way to do it would be to grab the player's location, change their model, kill the player, spawn them again - that all would have to happen while the weapon is firing and before it hit something - and then after it hits you want to change the player's model again, kill the unit, respawn them at the new location.

Not only would that not work for anything except for a very specific singleplayer mission, but it's got so much going on that I doubt it would run effectively or efficiently. Your problem is that you look at what's aesthetically taking place (invisibility weapon) and just act like it's something that can be done anywhere, any time. You've got to keep in mind what a weapon actually is doing, not just what it looks like it's doing.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 9:15 pm
by RogueKnight
Maveritchell wrote:
[TFA]Padawan_Fighter wrote:Is it possible to make a carbonite freeze rifle, like in Renegade Squadron?


Also, I think I have an idea on how to make a slightly more-advanced version of Mav's grappling hook.

1. Starts out as normal, putting up a grapple beacon someplace.

2: You would then fire an (unmovable) homing rocket with the model changed to fit that of the unit's, and also turning you invisible.

3: Once the rocket hits the beacon, you teleport there. Easy...er..maybe.
This is basically:
1) Do X
2) ???
3) Profit!

Step 2 makes no sense because it's absolutely ludicrous.
Off-Topic: Southpark quote?

On-Topic: not so much of a weapon, but in the console versions of battlefront II, when you select a target, your reticule stays on that person as long as that person is alive/selected, and any movement you make revolves around that selection. Can this be done in the PC version too?

Re: Unconventional Weapon Ideas

Posted: Wed Nov 04, 2009 10:57 pm
by Fiodis
Jodandotson wrote:Maybe they can be given neuro poison as a weapon temporarily that is constantly in use while they are infected.
Diststripe wrote:also im almost %100 that this infected mod thing could work with some careful planning.
Also just script it to naero gas or whatever so it only gets enemies, then script the buff to a constant buff for 30 seconds or whatever
NOW we you should have this scripted:Say your in game you use this custom buff it infects a unit on the other team and the other unit should be sending out some nearo gas buff and you should hear the nearo gas noise over, over, over and over again for 30 seconds
NOW you just need to change the nearo effect buff to infect there own team and............. :eek:
Red item 1: for the other unit to send out neuropoison, it would need to have the neuropoison weapon, as described by Jodandotson. Problems: you'd need to kill and respawn the unit. Every unit of that type would get the weapon and would be free to use it.
Also, as I posted before, there's no way to get a unit to auto-fire a weapon.

Red item 2: You cannot change a weapon odf via LUA. You can edit the unit's odf to read a different weapon, but then you have most of the same bugs as red item 1.

In short, I'm just about 100% sure this isn't possible in any practical fashion. I find it a bit hard to believe that your friend is so good at BF2 scripting that he could figure this out without any prior modding knowledge. Should he join and prove himself, I'd offer a full apology, but as it is, this isn't a feasable workaround.

As for the reticule movement around a target, I have no idea what you mean (never having played console versions of the game, but that sounds interesting.

Re: Unconventional Weapon Ideas

Posted: Thu Nov 05, 2009 2:33 am
by DarthD.U.C.K.
i think you can make weapons autofire
long time ago somebody made a weapon with laseraim that did "fire" all the time

Re: Unconventional Weapon Ideas

Posted: Thu Nov 05, 2009 3:56 pm
by destructo_bot
Fiodis wrote: As for the reticule movement around a target, I have no idea what you mean (never having played console versions of the game, but that sounds interesting.
Basically the recutile 'tracks' the (enemy) unit you aim at, sticking to it to a certain degree to make aiming with the clunky thumbsticks easier. Auto-aim, I think it was called. It also auto-locked on to your targets after a couple of seconds of tracking, but I'm not sure if the PC version does that aswell.

Re: Unconventional Weapon Ideas

Posted: Sat Nov 07, 2009 4:46 pm
by Fiodis
destructo_bot wrote:
Fiodis wrote: As for the reticule movement around a target, I have no idea what you mean (never having played console versions of the game, but that sounds interesting.
Basically the recutile 'tracks' the (enemy) unit you aim at, sticking to it to a certain degree to make aiming with the clunky thumbsticks easier. Auto-aim, I think it was called. It also auto-locked on to your targets after a couple of seconds of tracking, but I'm not sure if the PC version does that aswell.
I believe there is soemthing of that sort in the options menu.
DarthD.U.C.K. wrote:i think you can make weapons autofire
long time ago somebody made a weapon with laseraim that did "fire" all the time
Really? It wasn't an attached effect or something? Do you have a link or a vid? I'd like to see how that worked out.

Re: Unconventional Weapon Ideas

Posted: Sat Nov 07, 2009 4:55 pm
by DarthD.U.C.K.
it was years ago on the long-time ago closed german swbf2-moddinforum "new battlefront"

Re: Unconventional Weapon Ideas

Posted: Wed Nov 11, 2009 7:00 pm
by CCO!
Well I'm a bit bored, so I think that I will give this thread a bit of an update.

Seize Mind- Upon hitting the enemy you can control them in the matter of a recon droid

Seismic Cannon- Every successful hit lowers the object, creating the effect of it sinking into the ground.

Position- On some objects you can be in a position where there is less of a chance of you getting hit. There are also special weapons that you can use. For Example, the "Sniper Position" a sniper rifle awaits you at this pre-prepared position.

Chain Explosion- A shot that has two possible endings. If it misses then it doesn't do anything. A direct hit results in many explosions racking the area that the victim was hit. So it's devastating or it's nothing.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 11, 2009 7:15 pm
by Fiodis
Sieze Mind - can work if playermodel walkers are ever figured out/created.

Seismic Cannon - Possible, but it makes it too easy to glitch through terrain.

Position - not sure what you mean here.

Chain Explosion - Not sure if it's possible to trigger an explosion only if the ordance collides with a specific target.

Re: Unconventional Weapon Ideas

Posted: Wed Nov 11, 2009 8:48 pm
by GangsterJawa
Fiodis wrote:Chain Explosion - Not sure if it's possible to trigger an explosion only if the ordance collides with a specific target.
Couldn't you have a homing device of some sort, only it turns very slowly or not at all, so if you miss it has to come back around (or keeps going) until it hits the tracked target? Of course, you would want some kind of timer that it has to detonate on contact before the timer is up, and I'm no modder, but from what I've seen it seems like it should work. :?

Re: Unconventional Weapon Ideas

Posted: Wed Nov 11, 2009 9:16 pm
by Fiodis
GangsterJawa wrote:
Fiodis wrote:Chain Explosion - Not sure if it's possible to trigger an explosion only if the ordance collides with a specific target.
Couldn't you have a homing device of some sort, only it turns very slowly or not at all, so if you miss it has to come back around (or keeps going) until it hits the tracked target? Of course, you would want some kind of timer that it has to detonate on contact before the timer is up, and I'm no modder, but from what I've seen it seems like it should work. :?
If it overshoots and misses it could easily hit terrain/stuff as it recorrects its course slowly and sets off an explosion anyway.

Re: Unconventional Weapon Ideas

Posted: Thu Nov 12, 2009 12:29 am
by Twilight_Warrior
CCO! wrote:Position- On some objects you can be in a position where there is less of a chance of you getting hit. There are also special weapons that you can use. For Example, the "Sniper Position" a sniper rifle awaits you at this pre-prepared position.
I think he means like in RC, when you could assign a unit to set up a sniper position behind something like a rock or crate, then they would pull out a sniper rifle and start firing and taking cover.
Instead, you make that rock/crate in BFII a vehicle, and when you enter the vehicle, the main weapon is a sniper rifle that you aim like a turret, giving every unit in the game an opportunity to use a sniper rifle in that specific location. Sounds useful enough and plausible.

Re: Unconventional Weapon Ideas

Posted: Thu Nov 12, 2009 1:07 am
by [TFA]Padawan_Fighter
Fiodis wrote:Sieze Mind - can work if playermodel walkers are ever figured out/created.

Wait...didn't Mav make a infantry recon droid in Spira: Besaid?

Re: Unconventional Weapon Ideas

Posted: Thu Nov 12, 2009 4:30 pm
by Fiodis
Oh, that's what Position means? Yeah, it's easy to dispense a turret that one can enter.
[TFA]Padawan_Fighter wrote:
Fiodis wrote:Sieze Mind - can work if playermodel walkers are ever figured out/created.
Wait...didn't Mav make a infantry recon droid in Spira: Besaid?
Oh yes, he did that; I also played around with that and got similar results. There are a few CTD bugs, though, which would make it impracticale for MP (or possibly even some SP modes).

Re: Unconventional Weapon Ideas

Posted: Fri Nov 13, 2009 2:27 pm
by Anakin
What about the Lightcanon from the Death star in space fights and the galaxis conquest?

Re: Unconventional Weapon Ideas

Posted: Fri Nov 13, 2009 9:56 pm
by Havoc 526
Ooh, ooh, you should get a Machine gun turret to fire rapid rockets!

Also, I managed to make Jango's Jetpack missile a homing remote missile, along with a DC-15S Blaster that can take down an MTT with two shots, and the Force Maelstrom, except to the extreme! Like Force wave, but will send one flying for miles!