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Custom Throwing Weapons


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#1
Dann-J

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I've been fooling around trying to create throwing hammers. I've added the new base item type by copying and modifying the throwing axe entry. I've changed it's 'ranged' column to reference itself (like the other throwing weapons do). I've also created a new line in the ammo 2DA (line 7) which the new base item type row references for ammo. For now I'm using the sling bullet model as a stand-in for the weapon appearance, until I can create a unified light hammer model.

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
Lance Botelle

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Hi Dannj,

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
Dann-J

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I used the bullet model (the fist-sized irregular rock) as the model that appears in your hand when the throwing hammers are equipped. I set the ammo column in the base type 2DA to my new ammo type (line 7 in the ammunition type 2DA). The 'ranged' column in the base type 2DA is self-referential, like all the other throwing weapons (they use themselves as ammo).

#4
Shaughn78

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If I remember correctly we can not add ranged weapons. The downloadable packs with fire-arms overwrite an existing range weapon. In Dark Waters (I only played chapter 1) the guns overwrote the slings.

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
Dann-J

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I'd rather not replace an existing throwing weapon, so it seems I'll have to go without throwing hammers. Damn all this hard-coding!

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
Happycrow

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How about a bow that looks like a spear, uses the throwing dart animation, and uses the arrow visual effect? Could get you to a functional javelin.

#7
Dann-J

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You'd need both a bow model in the hand, and a stack of arrows in the ammo slot. I suppose you could give the 'arrows' an icon that looked like a stack of javelins, and have them require a spear-thrower to launch.

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
Happycrow

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aka, *gah.* the hardcoding drives me nuts sometimes. :D A throwing axe that just happens to look like a javelin, and comes in stacks of one? :D :D

#9
Dann-J

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You could change the throwing axe model, projectile effect, and base damage (slashing to piercing), but you'd be replacing throwing axes completely. You'd also have to create a custom TLK file in order to change the damage description (and generic weapon description) of the throwing axe base type. Then there are the weapon focus/specialisation feats, and perhaps the Storm Lord prerequisites... obliterating every reference to a ranged weapon type from the game could be time-consuming, depending on how much detail you wanted to go into.

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
Happycrow

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Ja. My colleagues would shoot me if I started mucking about with that now (though we're already in the TLK pretty intensively). I'm just tossing stuff out there.

#11
Happycrow

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I have javelins working in game, DannJ. I have some hardcore projects running, but should be able to ul to the vault or nexus soon.

#12
Artemis Absinthe

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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
DukeVega

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MY GOD !!! HELPPPPP we are also looking into making Guns, how far has anyone got on this ????



#14
Dann-J

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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
DukeVega

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DannJ hwo to change the bullet firing from Crossbow anim and also rate of fire? this is where im kinda stuck



#16
DukeVega

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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 ;)