Custom Throwing Weapons
#1
Posté 22 octobre 2012 - 04:01
I can equip the throwing hammers, and the stand-in model appears in the character's hand, however I'm getting the 'out of ammo' warning message when I try to throw them.
Is that ammo-checking routine hard-coded by any chance? I can't find any reference in any 2DA to it. If it *is* hard-coded then that would suggest that additional throwing weapons are out of the question.
Or is there something I've missed?
#2
Posté 22 octobre 2012 - 03:23
You say you use the "sling bullet" as a model. What happens if you carry some bullets while trying to throw your hammer?
It sounds like you may have associated ammo with the hammer, which you do not really want. (At least, I would not have thought you would.)
I am a little out of my experience when it come sto this sort of thing, so maybe others will be able to help answer this as well.
Lance.
Modifié par Lance Botelle, 22 octobre 2012 - 03:23 .
#3
Posté 22 octobre 2012 - 09:51
#4
Posté 23 octobre 2012 - 12:39
A solution may be to use the throwing axe. In the properties you can add no melee damage that should remove all but 1 point of slashing damage and add a bonus bludgeon damage. By copying and renaming the light hammer MDB you can create additional hammer appearances for the throwing axe.
#5
Posté 23 octobre 2012 - 01:08
I suppose it might be possible to create a bullet crossbow though. I suspect it's the new ammo type that isn't supported, so the game should let you create a crossbow that uses the bullet ammo slot. It'd basically be a sling with a different model and base damage.
Or even a blowgun that fires bolts, that does less damage than a crossbow but fires at a faster rate. Now I've got some more experimenting to do...
EDIT:
So much for that idea! It seems the relationship between ranged weapon type and ammunition type is completely hard-coded where the out-of-ammo message is concerned. It makes you wonder why the base type 2DA has any ammo columns in it at all, since changing them just breaks things.
It looks like feats will be the only way to create new ranged attacks. We've already got giants throwing rocks. I might just experiment and see if I can get verbeegs to throw spears. I imagine I can build in a feat incrementing function in the feat script itself that keeps setting it back to one use, if the verbeeg has any spears left in his inventory after throwing one.
Modifié par DannJ, 24 octobre 2012 - 09:38 .
#6
Posté 03 décembre 2012 - 04:58
#7
Posté 03 décembre 2012 - 09:47
However you'd still appear to have a javelin in your hand even when you were out of javelin-ammo. Plus I suspect you'd 'throw' them using the bow animation (which would look weird). I don't see any way of overriding the bow-firing animations, short of renaming the throwing GR2s to completely replace them, which would override all bow animations in the module.
#8
Posté 03 décembre 2012 - 11:48
#9
Posté 04 décembre 2012 - 01:15
I have no problem with a stack of javelins, although I'd probably reduce it down to about 5, maybe 10 max. Then again, 99 arrows, bolts or bullets isn't exactly a realistic number to be carrying in the one quiver or pouch.
#10
Posté 04 décembre 2012 - 03:43
#11
Posté 07 mars 2013 - 02:13
#12
Posté 07 mars 2013 - 01:02
DannJ wrote...
Is that ammo-checking routine hard-coded by any chance? I can't find any reference in any 2DA to it. If it *is* hard-coded then that would suggest that additional throwing weapons are out of the question.
Sadly, yes, you can only add new melee weapons.
this is like a rite of passage, we all tried, and we all failed. There are workarounds, but not the same as a full fledged ranged wapon. If you want a new ranged wapon you have to sacrifice an existing one.
I made an assault rifle as a melee weapon with the same range as a crossbow, a script to check for charges after every attack, and the magazines to recharge the item. It worked, but has a lot of issues, like the fact that I can make an attack of opportunity 30ft away
Modifié par Artemis Absinthe, 07 mars 2013 - 01:04 .
#13
Posté 05 mai 2014 - 12:24
MY GOD !!! HELPPPPP we are also looking into making Guns, how far has anyone got on this ????
#14
Posté 05 mai 2014 - 12:33
Dark Waters replaced the sling with a flintlock pistol. As with any ranged weapon in this game, it's a matter of replacing an existing one rather than adding a new one.
For muskets or rifles, you'd probably want to replace light/heavy crossbows. You might even get away with the default crossbow animations.
Or there's Artemis's method (see above).
#15
Posté 05 mai 2014 - 12:42
DannJ hwo to change the bullet firing from Crossbow anim and also rate of fire? this is where im kinda stuck
#16
Posté 05 mai 2014 - 12:48
like i need the Gun to Burst out some kind of bulelt fire and light anim maybe ... to be mroe eact im re-creating a Pulse Rifle from ALIENS ![]()





Retour en haut







