Obsidian Conflict Bugtracker - Obsidian Conflict | |||||
View Issue Details | |||||
ID | Project | Category | View Status | Date Submitted | Last Update |
0000062 | Obsidian Conflict | [All Projects] Feature-Request | public | 07.03.2011 20:47 | 29.08.2012 16:11 |
Reporter | Maestro Fenix | ||||
Assigned To | |||||
Priority | normal | Severity | feature | Reproducibility | always |
Status | assigned | Resolution | open | ||
Projection | none | ETA | none | ||
Platform | OS | OS Version | |||
Product Version | 0.1.3.5 | Product Build | |||
Target Version | 0.1.3.6 | Fixed in Version | |||
Summary | 0000062: Add/fix/improve custom weapon scripts to add more types of weapons and effects. | ||||
Description | At the moment, only works as a custom weapon the following weapon-based scripts: As a primary ammo: bullet/burst/shotgun and "grenades"(work partially). The rest of "default" weapons doesn´t work: Autoshotgun/laser and warp. As a secondary ammo, only works: bullet/burst/scope and launch nade (you need create a custom ammo in order to work, i have the necesary values to get work it). Shotgun/autoshotgun/laser and warp not. The first request is fix all these bugs. The second request is add the posibility of make custom weapons based in melee weapons (crowbar), in the RPG, crossbow, medikit and the rest of "weapons". The main problem is that in order to get work a custom weapon, "must" have "advanced options". These "weapons" dont have it, because are defined directly in the code (if i remember it right). Without these advanced options, the weapons don´t work (in the case of try making a RPG, it doesn´t launch a missile and don´t have animations, but it does damage). Apart of add the values to can make it, if is possible, in the case of make a custom grenade weapon, add a third rute to define the custom "item_grenade" model (w_grenade is not the model that we launch, its the model that we have in 3rd person and when you pick it from "the world"). And add the posibility of use the "double barrel shoot" of the shotgun (secondary fire). Finally, fix the readme and the wiki that explains how to create a custom scripted weapon, that is in scripts/customweapons. I have an "updated" version of the readme (uploaded in this post). An example: In the readme: // **Primary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType "FireType1" "1" In OC wiki (http://wiki.obsidianconflict.net/?title=Scripted_Weapons [^]): * Primary Attack 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp "FireType1" "1" Also, i found that the rail/beam/line & whiz tracers values that are available to select it when you create a custom ammo doesnt work. And i think that is all. | ||||
Steps To Reproduce | Simplely try creating a custom weapon with these values. You will see that doesn´t work. | ||||
Additional Information | Correct values to make a functional grenade launcher like the SMG (NOTE: IT HAS A BUG THAT I´M TRYING TO FIX. IF YOU USE THE TWO GRENADES, THROW AWAY THE WEAPON (HAVING THE SECONDARY AMMO EMPTY), AND YOU PICK IT AGAIN, IT WILL HAVE AGAIN TWO GRENADES. WITH THIS BUG YOU CAN USE AN INFINITE GRENADE LAUNCHER): "custom_nameoftheweapon": "clip2_size" "-1" "default_clip2" "2" "secondary_ammo" "nameoftheammo" // **Secondary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope 8 = Launch Nade "FireType2" "8" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate2" "1" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire2" "0" // Allow Fire Underwater? "FireUnderWater2" "1" // How many bullets in a burst. ( For Burst Weapon Only! ) "BurstAmount2" "4" "BetweenBurstTime2" "0.1" // Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo. "SecondaryAmmoUsed" "0" "custom ammo" (remember, must be in cfg/nameofyourmap_modify to work): CustomAmmo { "nameoftheammo" { "dmgtype" "6" "tracer" "2" "plrdmg" "200" //Damage done by players using this ammo. "npcdmg" "200" //Damage done by NPCs using this ammo. "maxcarry" "3" "grains" "200" // 1 grain = 64.79891 milligrams "ftpersec" "1225" } } } | ||||
Tags | No tags attached. | ||||
Relationships | |||||
Attached Files | README.txt (3,597) 07.03.2011 20:47 http://bugs.obsidianconflict.net/file_download.php?file_id=13&type=bug |
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