ZeroKnight {l Wrote}:I was playing around with some weapon settings a few days ago, and got the following:
G-18/Desert Eagle
Modified pistol. Primary fire mimics the G-18 machine pistol (which can empty it's 32 round clip in a second). Does about half damage as a normal pistol shot, and fires very fast. (as fast as the var min)
The Secondary mimics a Desert Eagle. Single shot, low fire rate, noticeable kickback, but very high firepower. 3 shots to the leg, or 2 torso shots, or a single to the head will equal a kill. Despite being so powerful, the low fire rate and single shot makes this hard to use. Uses 4 ammo per shot to equal an 8 round clip.
Vortex Grenade
Primary fire is the same, but the secondary lobs a grenade that creates a purple vortex that sucks in nearby players much like the secondary of the plasma gun. Lasts a little longer than the plasma's secondary and doesn't pull as far, but it's much harder to escape once you're caught. Neat concept, I based it sort of off a gun from the Ratchet and Clank series, except in grenade form.
Just try it, you'll see what I mean :P
// League Mode Sample Configuration
// orbitaldecay 9/11/2011
// League traits work like this:
// 1: Hover Allowed
// 2: Impulse Allowed
// 4: Burn Resistant
// 8: Bleed Resistant
// Add values together to combine them. For example, 5 would be hover & burn resistant.
// All other values are percentages.
// Sword League Attributes
// Bleed resistant, 50% health, 120% speed
swordleaguetraits 10
swordleaguehealth 0.5
swordleagueweight 1.0
swordleaguespeed 1.2
swordleaguescale 1.0
// Flamer League Attributes
// Burn resistant, 75% health
flamerleaguetraits 6
flamerleaguehealth 0.75
flamerleagueweight 1.0
flamerleaguespeed 1.0
flamerleaguescale 1.0
// Plasma League Attributes
// Hover
plasmaleaguetraits 3
plasmaleaguehealth 1.0
plasmaleagueweight 1.0
plasmaleaguespeed 1.0
plasmaleaguescale 1.0
// Rifle League Attributes
// Normal settings
rifleleaguetraits 2
rifleleaguehealth 1.0
rifleleagueweight 1.0
rifleleaguespeed 1.0
rifleleaguescale 1.0
// Grenade League Attributes
// Normal settings
grenadeleaguetraits 2
grenadeleaguespeed 1.0
grenadeleaguehealth 1.0
grenadeleagueweight 1.0
grenadeleaguescale 1.0
// Shotgun League Attributes
// No impulse, 150% health, 150% speed, 125% size
shotgunleaguetraits 0
shotgunleaguehealth 1.5
shotgunleagueweight 1.0
shotgunleaguespeed 1.5
shotgunleaguescale 1.25
// SMG League Attributes
// No impulse, 150% health, 150% speed, 125% size
smgleaguetraits 0
smgleaguehealth 1.5
smgleagueweight 1.0
smgleaguespeed 1.5
smgleaguescale 1.25
// Rocket League Attributes
// No impulse, 200% health, 150% size
rocketleaguetraits 0
rocketleaguespeed 1.0
rocketleaguehealth 2.0
rocketleagueweight 1.0
rocketleaguescale 1.5
orbitaldecay {l Wrote}:(I attempted to attach this file and I got the error "CFG files aren't allowed as attachments" or something to that effect)
ZeroKnight {l Wrote}:orbitaldecay {l Wrote}:(I attempted to attach this file and I got the error "CFG files aren't allowed as attachments" or something to that effect)
Honestly, I think quin should get in touch with the FGD admin and see if he can't request to allow for uploading of CFG's. Given our community's modding nature, it would help things along quite a bit.
ZeroKnight {l Wrote}:Honestly, I think quin should get in touch with the FGD admin and see if he can't request to allow for uploading of CFG's. Given our community's modding nature, it would help things along quite a bit.
//============================================================================
// League Mode Sample Configuration
//============================================================================
// Authors:
// fluxord 9/13/2011
// orbitaldecay 9/11/2011 (based on his sample config)
//============================================================================
// League vars:
//-------------
// explodeleague float
// <weapon>leaguehealth float
// <weapon>leaguescale float
// <weapon>leaguespeed float
// <weapon>leaguetraits integer
// <weapon>leagueweight float
//
// Note: leaguescale influences leagueweight & leaguespeed.
//
// League traits work like this:
//------------------------------
// 1: Hover Allowed
// 2: Impulse Allowed
// 4: Burn Resistant
// 8: Bleed Resistant
//
// Add values together to combine them.
// For example, 5 would be hover & burn resistant.
// All other values are percentages.
//============================================================================
explodeleague 0.25
// Kick & fist
// Impulse, 100% health, 100% speed, 100% size
meleeleaguehealth 1.0
meleeleaguetraits 2
meleeleaguescale 1.0
meleeleaguespeed 1.0
meleeleagueweight 1.0
// Pistol
// No Impulse, 100% health, 100% speed, 100% size
pistolleaguehealth 1.0
pistolleaguetraits 0
pistolleaguescale 1.0
pistolleaguespeed 1.0
pistolleagueweight 1.0
// Sword
// Impulse, 75% health, 170% speed, 80% size
swordleaguehealth 0.75
swordleaguetraits 2
swordleaguescale 0.8
swordleaguespeed 1.7
swordleagueweight 0.7
// Shotgun
// Bleed Resistant, 120% health, 100% speed, 120% size
shotgunleaguehealth 1.2
shotgunleaguetraits 8
shotgunleaguescale 1.2
shotgunleaguespeed 1.0
shotgunleagueweight 0.8
// SMG
// Impulse, 100% health, 110% speed, 110% size
smgleaguehealth 1.0
smgleaguetraits 2
smgleaguescale 1.1
smgleaguespeed 1.1
smgleagueweight 0.9
// Flamer
// Burn Resistant, 120% health, 90% speed, 120% size
flamerleaguehealth 1.2
flamerleaguetraits 4
flamerleaguescale 1.2
flamerleaguespeed 0.9
flamerleagueweight 0.8
// Plasma
// Hover, 110% health, 100% speed, 100% size
plasmaleaguehealth 1.0
plasmaleaguetraits 1
plasmaleaguescale 1.0
plasmaleaguespeed 1.0
plasmaleagueweight 1.0
// Rifle
// Impulse, 100% health, 90% speed, 90% size
rifleleaguehealth 1.0
rifleleaguetraits 2
rifleleaguescale 0.9
rifleleaguespeed 0.9
rifleleagueweight 0.9
// Rocket
// No Impulse, 150% health, 60% speed, 150% size
rocketleaguehealth 1.5
rocketleaguetraits 0
rocketleaguescale 1.5
rocketleaguespeed 0.6
rocketleagueweight 1.5
// Grenade
// Bleed Resistant, 130% health, 80% speed, 130% size
grenadeleaguehealth 1.3
grenadeleaguetraits 8
grenadeleaguescale 1.3
grenadeleaguespeed 0.8
grenadeleagueweight 1.3
fluxord {l Wrote}:I want to know: is the var /<weapon>leagueweight used at all? I didn't notice big changes.
fluxord {l Wrote}:And what is /explodeleague used for?
fluxord {l Wrote}:BTW, nice vars for the pistol & grenade. Quite fun to see the amount of shells flying when you shoot in primary fire with the pistol.
grenadeflakweap2 6
fluxord {l Wrote}:It would be nice if the <weapon>colour var could also change the color of the weapon's texture (not only the pickup item); i.e.
/shotguncolour 0x00CC00 turns the shotgun green (when the player holds it).
fluxord {l Wrote}:Also its odd to see some vars have /color and others named as /colour... UK english har! :twisted:
qreeves {l Wrote}:ZeroKnight {l Wrote}:Honestly, I think quin should get in touch with the FGD admin and see if he can't request to allow for uploading of CFG's. Given our community's modding nature, it would help things along quite a bit.
Done and done.
ZeroKnight {l Wrote}:What's even cooler, is that flakweap directly uses the vars that make up the shot. So if you were to modify the look/effect of say, the rifle's primary and used flakweap 7 on a different weapon, it's flak would have the same attributes as the rifle's modified primary. This could be color, partlen, partsize, any of the attributes! Neat!
ZeroKnight {l Wrote}:fluxord {l Wrote}:It would be nice if the <weapon>colour var could also change the color of the weapon's texture (not only the pickup item); i.e.
/shotguncolour 0x00CC00 turns the shotgun green (when the player holds it).
Oh I sooo agree. A green shotgun would make ZeroKnight very happy <3 Positively, I wonder how hard it would be to impliment, if at all. If that particular part on the weapon texture got ran through the same coloring code as various HUD elements, and you took out the coloring already there in the actual texture, add some "<weap>color 0x<hex>" vars, you could essentially achieve this. In theory anyway.
ZeroKnight {l Wrote}:fluxord {l Wrote}:Also its odd to see some vars have /color and others named as /colour... UK english har!
Someone read my mind ;P
alias <somecommand>color [<somecommand>colour $arg1]
ZeroKnight {l Wrote}:It is pretty clever, and very neat ;D However, I have a question regarding a weapmod I'm currently working on. I've been tinkering with the rifle to make the "Eclipse Rifle A2", (Yes, I have dubbed the rifle the Eclipse Rifle) which is an assault rifle version. I wont give many details until it's done, but the alt fire will be a mimiced "underslung grenade launcher". I've currently gotten it working all up to the explosion. I would have been happy with using just flakweap 8, but I don't want it to ignite targets. So, if you get a chance, I'd like to see a variable that determines whether or not a shot will ignite a player or not. (and how long, the damage, etc.) Not only would it serve my purposes for my weapmod, but could lead to some more very interesting mods, since all weapons would be able to be tweaked to ignite.
For now, I'm pretty sure I can achieve a close enough effect with flakweap 6. I still have to play around more.
That's unfortunate. Oh well, if you ever get that implemented, that'd be awesome. Hooray for green weapons! <3
Oh, well that explains it :P I don't mind all that much personally, though it does get a little odd sometimes. A thought just came to mind, would be for users to just add some aliases to their autoexec, that make the spelling interchangeable. Wouldn't even be that time consuming if you had an editor with regexp find/replace, like Notepad++ or vim.
Like for example:
- {l Code}: {l Select All Code}
alias <somecommand>color [<somecommand>colour $arg1]
residual[1|2]: boolean 0 or 1, determines if a projectile from each firing action has a residual effect, 0 = off, 1 = burns, 2 = bleeds
grenaderesidual2 0
ZeroKnight {l Wrote}:Well that's the thing though, the way flakweap works is great, but in this one aspect, it's not that great, because even though residual is set to 0 for the weapon, the grenade in this case would still have it's residual effect on, which flakweap inherits.
And for using secondary with flakweap, you add 10. ie. 17 is rifle secondary.
loopfiles weapmod scripts/WeapMods cfg [ guibutton $weapmod [blahblah] ]
ZeroKnight {l Wrote}:You know, I was wondering if I could do it that way, but I didn't know that's what loopfiles did! Thanks, that's the way I wanted to do it originally. :P
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