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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. | ||||||||||||
Attached Files | README.txt [^] (3,597 bytes) 07.03.2011 20:47 [Show Content] | ||||||||||||
Notes | |
(0000061) Maestro Fenix (developer) 09.03.2011 21:57 |
Forgot add to the main request the Grapple Hook weapon. |
(0000063) neico (administrator) 09.03.2011 23:43 |
huh why would you want that? |
(0000066) Maestro Fenix (developer) 13.03.2011 14:56 |
To make new types of custom weapons. About the Grapple Hook and Medikit, only for customization. If would be possible get this, we could be more near of say that in Obsidian Conflict you can make your own mod (about the lots of options for customization). |
(0000067) neico (administrator) 13.03.2011 17:14 |
that's what GMod is for... you don't need to make a customized Medkit or Grapple Hook~ |
(0000069) Maestro Fenix (developer) 19.03.2011 09:52 |
Or yes. The first for adapt it to the theme of the map, the second, because the crossbow model sucks hard and i want try a model for it. |
(0000094) Maestro Fenix (developer) 04.06.2011 23:18 |
(no idea if is possible change the wall of text of upper) I found a way to get a functional grenade launcher with the help of Mr. Anticitizen. Ignore entire text of "additional info". |
(0000142) Maestro Fenix (developer) 29.07.2011 17:03 |
Add this to the main request: Add the feature of choose between "reload" sound command and "clipin, clipout..." sounds. Actually, weapon script only allows the "reload" command, so those weapons who have more of 1 sound file cant use them. |
(0000189) Maestro Fenix (developer) 25.01.2012 20:51 |
In case no one notices, this report back to be unassigned, since mmavipc left the team. |
(0000192) TESLA-X4 (developer) 25.01.2012 23:24 |
Yes, we're aware of that (and this bug) already, there's no need to remind us again. |
(0000242) Maestro Fenix (developer) 29.08.2012 16:11 |
(not sure about where to put this) There is another bug: You can´t make a weapon which their primary attack is burst fire. |
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