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Alpha release: non-replacing ranged weapons... update 5/8/16


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#1
Ubai

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Update - you can now download a barebones version of this project at:

https://drive.google...eXRRNlFkWWkxYTQ

Please let me know in this forum or via PM if you find any bugs or have any suggestions!

---

 

I decided to start a new thread, as the old thread title (weaponsounds.2da) might be a bit misleading, and the project is past the proof of concept stage now.

 

Anyway, after reading a post by 4760 about using melee weapons to make ranged weapons that don't replace existing ranged weapons I started to make some guns for a module I've been wanting to do. Once everything is done (or at least working pretty well) I will release the whole thing so others can build on it and make it prettier.

 

Right now I have a working two-handed musket that can be loaded and fired and that unequips itself when it runs out of bullets (really the only way to keep it from firing forever). I have a powder horn item that will reload and equip the musket, as I found that the reload animation I'm using (openlockloop) looks better if the player is holding the gun. Speaking of which, if anyone can suggest a better stock animation, I am open to suggestions. :)

 

I want to add a few more things, here is my list divided into "essential" and "fun" items:

 

Essential:

* reload progress bar

* different ammo types (silver, cold iron, etc.)

* one handed guns

* weapon focus, improved crit, rapid reload and other weapon feats

* performance friendly NPC firearms usage

 

Fun:

* dual wield pistols

* puff of smoke effect on barrels (esp. good for black powder weapons)

* gun oriented prestige classes and other feats (Musketeer, Sniper, etc.)

* melee firearms (I.e. an unloaded musket becomes a club until reloaded)

 

Please let me know if you have any questions or suggestions!

 

Thanks,

Matt


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#2
Tchos

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I recommend adding a feedback line to the script when the gun unequips that plays a SpeakString saying something like "You're out of bullets!" or "*Out of ammo*" or "Need to reload!" or the like, to alert the player.



#3
rjshae

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Couldn't you create two items: a loaded musket and an unloaded musket? Just destroy the loaded musket and replace it with the unloaded musket when the bullet(s) are expended. When the player loads it, do the opposite switch.



#4
Ubai

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@Tchos: Good idea, thanks!
 

@rjshae: since the muskets are actually melee weapons they'll keep firing even when all the bullets are gone, so unequipping them is the best way to prevent that. The method we've come up doesn't use any heartbeat scripts or anything, and now that the animations are sorted out it actually looks pretty good!



#5
rjshae

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@rjshae: since the muskets are actually melee weapons they'll keep firing even when all the bullets are gone, so unequipping them is the best way to prevent that. The method we've come up doesn't use any heartbeat scripts or anything, and now that the animations are sorted out it actually looks pretty good!

 

Okay it works, but won't that be a nuisance for the player? It seems like it could become a disincentive to use that weapon.



#6
Ubai

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My personal feeling is that unequipping the gun when it's empty is no big deal, especially if you have other weapons (or even other loaded guns) hotkeyed. It's really no worse than running out of arrows or bolts. Also, since every gun can have a unique reload time and ammo capacity you can tweak it to your heart's content and make it more or less realistic based on your needs.

 

In my module I am going with black powder style weapons that will do a lot of damage but have limited ammo capacity and take a fairly long time to reload, making their use fairly strategic. I see them being used at the beginning of a fight or from an ambush before switching to melee weapons. In a Wild West setting you would increase the ammo capacity and decrease the reload time.

 

You can also use feats to speed up reload time and allow it in combat, so I feel like there are plenty of options if you want a more "cinematic" style where reloading isn't too intrusive.



#7
Happycrow

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Can't wait to see -- we've wanted to do something similar both for black-powder and for arbalests for a long time, but been stumped on how to make it work. (and maddeningly enough, things that worked in my test module *didn't* work on the PW...argh lol)



#8
Ubai

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I should have a testing version up soon, I'm just adding the various feats and the progress bar. I think this *should* be PW friendly, especially since it doesn't use any HB scripts. I'm still working on a good way to handle NPC firearm usage but I want to get all the player stuff done first. I will post here as soon as it's ready! :)

 

Thanks,

Matt


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#9
Ubai

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Gah, this week was nuts. :P I got some work done on the progress bar but it will be a bit longer before I can release anything. Sorry!



#10
Ubai

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Many thanks for your patience! I won't bore you with the details, but I am pleased to finally have something tangible to share with you all. Here is the bare bones of of what I have been working on:

https://drive.google...eXRRNlFkWWkxYTQ

You can load and fire the gun, and I have a little progress bar that comes up when reloading. I have not added all the feats, but you MUST take "Firearms Proficiency" to use a gun. I also added a couple proficiency feats as well.

 

Please PM me or post here with suggestions, bugs and improvements!

 

-Matt


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#11
Ubai

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Please let me know if you run into any trouble with the download, I didn't want to try and put it on the vault until I knew it was more or less WIA.

 

Thanks!

Matt



#12
ArtemisJ

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Will take a look soon.. This is something we sorely needed.



#13
Ubai

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Thanks very much! I hope it will be of some use once it's had a little testing. :)


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