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Need Help, making a "Machine Gun" lol


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#1
DukeVega

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Okay Pop Quiz for the community,

 

 

How can i make a Rapid Firing, machine gun?

 

Got the model in game.. but were a bit stunned on where to go from here.

Any ideas?

 

- the Gun so far kind of uses the Crossbow and anims

 

need to change the "shot" effect and rate of fire



#2
rjshae

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Mmm, perhaps something functionally similar to DoMissileStorm in x0_i0_spells? I.e. a spell effect that launches multiple missiles with a time delay.



#3
DukeVega

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hey rjshae always quick to reply still =) is it possible to remove the sound fx from spell casting and that stupid rune animation ?



#4
Dann-J

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A custom on-hit script for the ammunition might do the trick. A bit like my ricocheting skip rocks, only doing more than just one additional attack to both the main target and any nearby targets.  Although that would look like you're firing in bursts, rather than continuously (which is how any sane person would use a machine gun in combat anyway).

 

The custom on-hit script could check how many rounds you have left in the stack, and either do a maximum number of additional checks per round, or however many rounds are actually left in the stack (if that number is less than the maximum). It could then reduce the ammo stack accordingly, so more than one would disappear per attack.

 

[Edit: link fixed]



#5
kamal_

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hey rjshae always quick to reply still =) is it possible to remove the sound fx from spell casting and that stupid rune animation ?

Of course it is. You can edit the vfx or make a copy of the vfx and edit it.



#6
DukeVega

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hey thanks for the replys,

 

 

Kamal, any idea what the names would be  .. also i guess the sound file for the arcane chanting is somewhere else ?

Then my issue would be speeding up spell casting i guess.

 

 

 

 

DannyJ your link doesnt work pal

+ well "bursts" would work tbh ... were trying to making pulse rifle from Aliens.

- also how can i create a "firing" type effect, be it  quick burst of light or some kind of shooting fx

 

 

 

and btw if you havnt seen this already, is what im working on =)


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#7
rjshae

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For Isaac's Lesser Missile Storm, for example, see row #447 of spells.2da and look over at the .sef names listed in the various columns. I think you're going to need to get familiar with the Visual Effects Editor and see what options are available. Try opening some .sef files and see how they are built.



#8
DukeVega

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So its "possible" then ... heh .. there is hope.

 

 

edit - ok well i managed to remake the Necromancer Beam so it is now a thinner, faster streak of Yellow that emmits from the held item and then hits the target pelvis area.

 

a few Q's

 

1 - Whats the best way to make this work as a weapon that uses ammo?

 

edit a crossbow or something new? or think outside the box lol ?

 

 

2 - is it possible to make it shoot multiple times so like the beam shoots 6 times very quickly. will be like a "burst then"

 

 

3- how to attach a light effect? so in darkness you get a flashing burt of lights simulating gunfire   - worked it out **

 

 

Thanks



#9
Eguintir Eligard

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You know there is an open source engine that would actually support FPS... NWN2 is one of the slowest combat animation systems in existence. I wish I could remember the name of the engine someone will I am sure.



#10
DukeVega

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yeh NWN2 is a C*NT but.. it has its charms.... i dont actually want an FPS, what i want to make is a  community RPG 

I love the old style isometric display and the map builder can get great effects as well as the ability to add in food and drinks etc

This will be a kind of survival game

 

the game  Beta is 60% built, so ill keep going down this crooked path, the end result will no doubt be fun

but iv built about 30 good maps and the conversations are done + items and NPCs are 50% ready

 

 

on the good news iv managed to build a Pulse Rifle ermm spell animation that has like muzzle flash and glow with bullet like effects

-one step closer !!


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#11
Happycrow

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Link it to the magic missile projectile animation, with whatever variable passed to the function to make it look like a giant stream o'lead/stuff flying down-field?



#12
DukeVega

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http://i1164.photobu...zps5b44d805.jpg

 

I have made is to the animation is very fast

 

there is 3 effects fot the flash muzzle fire and then a yellow beam that hits target.

the Yellow ball you see doesnt show every time (As the speed is so fast, so it kinda flickers a bit.. which looks good)

Target also splashes Acid Damage (as the Humans are going to be fighting Xenomorph.. this fits nice)

 

So if i could make the weapon upon attack shoot this say 5 times, and make it spray! once iv added sound should be pretty cool



#13
DukeVega

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As for the Magic Missile anim,....im thinking about using it for a Predator Shoulder Cannon type gun!

 

but maybe your right actually,

 

 

eitherway, the one iv already made might work better for a Shotgun or something



#14
DukeVega

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hmm on a first look i cant seem to actually find the projectile anims for MM, anyone know what file it is? or where im going wong

 

i have got

 

sp_magicmissile.sef  & sp_magmis_hit.sef

 

 

but if i play those anims its not the actual missiles



#15
Psionic-Entity

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Few solutions.

 

1. If you're okay with limiting your guns to under 12 shots per round you can set a creature's BAB to 35 (7 attacks), and use the EffectModifyAttacks to add another 5, then use an EffectAttackDecrease to set BAB back to normal. Pro: Uses regular combat engine. Con: Some of the attacks are at a massively low AB.

 

2. There's a script function that lets you spawn an item projectile. You can use it to create a fake ranged attack animation via script. Similarly, you can lower ammo count via script. If you want to generate attack rolls via script download drammel's "Tome of Battle" hak from the vault and use the system he created for simulating attack rolls. Pro: Does exactly what you want. Con: Can't be called as a regular combat round.



#16
DukeVega

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Forgive my lack of NWN2 knowledge.. im better at mapping ;)

 

Why is it bad not being a regular attack round? - seems like this is the solution though.

-Would this mean the char gets like two attacks or something?

 

 

this the mod you were talking about?

 

http://nwvault.ign.c...ed.Detail&id=54

 

 

orrrrrrr this one ? 

http://nwvault.ign.c...l.Detail&id=471



#17
Psionic-Entity

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The first one is just a pack that includes the latter. The second one is the download you want. The functions you need are StrikeAttackRoll and StrikeWeaponDamage. All you need for that is the includes prefixed by bots_ and tob_. Basically a combination of the two creates a nwn2-style attack action within a script.



#18
DukeVega

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cool ill get my friend to look over it, is way out of my job description!

 

have you used this script before? whats the basics to it like how does it actually work / or be-it.. create the illusion of projectiles? 

 

 

after playing around with the Anim editor, I think this should work out real nice! so thanks for the advice everyone

If anyone has some free time and wants to get involved i guarantee the server wont vanish overnight

I have the support of www.projectgaming,net (which i retired from as a Director) ... and my host server which is Xeon Processors 4 gig ram / London UK + Ddos protection..literally costs me naff all every month!!!



#19
Psionic-Entity

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Along with the tome of battle scripts, this function is sufficient to fire arrows and can easily be modified for other projectiles.

float ShootArrow(object oPC, object oTarget, object oWeapon, int bDoAttack = TRUE, int bBallistic = FALSE, int nDMG = 0, int nATTACK = 0) {
	int nLauncherBaseItemType = GetBaseItemType(oWeapon);
	if (nLauncherBaseItemType != BASE_ITEM_LONGBOW && nLauncherBaseItemType != BASE_ITEM_SHORTBOW) nLauncherBaseItemType = BASE_ITEM_SHORTBOW;

    float fDist = 0.0;
    float fDelay = 0.0;
	location lAttacker = GetLocation(oPC);
	location lTarget = GetLocation(oTarget);
	int nHit = 1;
	if (bDoAttack) nHit = StrikeAttackRoll(oWeapon,oTarget,nATTACK);
	
	int nPathType = PROJECTILE_PATH_TYPE_BALLISTIC_LAUNCHED;
    if (bBallistic) nPathType = PROJECTILE_PATH_TYPE_BALLISTIC;	
	float fTravelTime = GetProjectileTravelTime(lAttacker,lTarget,nPathType);
	
	SpawnItemProjectile(oPC,oTarget,lAttacker,lTarget,nLauncherBaseItemType,nPathType,nHit,0);
    if (bDoAttack) DelayCommand(fTravelTime,StrikeWeaponDamage(oWeapon,nHit,oTarget,nDMG));
	if (nHit == 0) return 0.0;
	return fTravelTime;
}

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#20
DukeVega

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Cool thankyou friend! I will get my pal Yunus who scripting our server to look at this, hes in a rock band so pretty busy atm doing summer gigs

But from the conversation we had last night, this will be exactly what we need. as tbh we were scratching our heads a bit unsure if we could get this to even work !!! 

 

ill keep working on some animations and then between us, i am sure we can rig together a few guns for BETA

thanks a lot xxx



#21
kamal_

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I was going to suggest setting the visual effect to show lots of bullets/lasers/whatever, but just use a normal single attack roll.


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#22
DukeVega

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anyway to make the fx repeat on one attack?



#23
rjshae

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anyway to make the fx repeat on one attack?

 

Loop a sequence of function calls through DelayCommand.



#24
DukeVega

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oh like in the one animation.. hmm yeh that might work



#25
Morbane

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.....this could be packaged - for other users.....

 

 

:D

 

 

once it is functional