[weapon vars] FUN

[weapon vars] FUN

Postby bonifarz » 12 Sep 2012, 21:49

"Oh, gosh, yet another weapon mod, was that really necessary?" you might ask yourself.

No, it is not, but I enjoy experimenting with this. So far, this is all about fun and nice visual effects, so I would like to keep the name as simple as that: FUN.

This is still very far from balance, but I think it has some entertaining or unexpected elements in it.

Server:
Whenever I will be playing Red Eclipse, it is likely that I will have a server instance running the mod and vice versa. Do not hesitate to join a game and leave your comments there. All logfiles are archived. Game modes will include a larger selection of trial maps to have fun with the grappling beam.

Descriptions:
{l Code}: {l Select All Code}

melee --> Burnout
Primary: Gives the word insta a whole new meaning
Secondary: The very usual Kung Fu lessons, but with some flame particles for the looks
Comment: The primary is technically almost the same as Temka's BluEnergy mod

pistol --> Flare
Primary: A fully automatic light handgun with a limited range of action.
Secondary: Fires a flare - the size depends on the charging time.
Comment: Primary ricochets, secondary is sticky.

sword --> Sword and Shield
Primary: Charge up your attack for higher mobility and enhanced damage.
Secondary: Temporarily creates a plasma barrier that reflects all incoming projectiles.
Comment: Primary without charge is weak, but fast.

shotgun --> C-14 Impaler
Primary: A fully automatic riffle that fires 8 mm armor piercing bullets.
Secondary: The range of the attached grenade launcher depends on the compression time.
Comment: You want a piece of me, boy?

smg --> Swarm Gun
Primary: Spawns slow moving swarm projectiles. The faster you fire, the shorter the lifetime.
Secondary: Releases up to ten shots at once at the cost of a reduced lifetime.
Comment: Oh, a fairy fountain... where's my bottle?

flamer --> Lamer
Primary: A tactical, short ranged weapon that sprays clouds of acidic, viscous goo.
Secondary: A charged blast of sticky goo that covers the ground in a wide angle.
Comment: Eww... causes bleed, slow... and bad smell.

plasma --> Grappling Beam
Primary: A short beam that attracts anyone within its area of effect - useful for climbing.
Secondary: A charged burst that snaps back and propels the wielder backwards.
Comment: Ever wanted to use parkour on ceilings? 

rifle --> Pulse Rifle
Primary: A fully automatic energy weapon with homing guidance and telescope.
Secondary: Sniper mode - slow, but deadly. 
Comment: Needs a better name; noob-friendly.

grenade --> Blue Light
Primary: Step into the light to restore and temporarily enhance your health.
Secondary: Releases its restorative power in a short burst that heals friends and foes alike.
Comment: What is this? - It's blue light. - And what does it do? - It shines blue.  (Rambo III)

rocket --> Wicked Thermonuclear Flamer
Primary: A brute force attack that is easy to evade, unless you get caught by something else...
Secondary:  Creates a graviton vortex that is quite harmless on its own.
Comment: Overpowered? Do you remember the Redeemer in UT99?


Settings:
{l Code}: {l Select All Code}
instaweapon 0
trialstyle 1
trialweapon 6
flamercolour 0x448800
flamerdamage1 1
flamerdamage2 1
flameredelay1 0
flamerflakdmg1 1
flamerflakdmg2 1
flamerkickpush1 2.0
flamerkickpush2 8.0
flamername "Lamer"
flamerpartcol1 0x448800
flamerpartcol2 0x448800
flamerparttype1 3
flamerparttype2 3
flamerradial1 100
flamerradial2 100
flamerrays2 16
flamerresidual1 2
flamerresidual2 2
flamerslow1 50.0
flamerslow2 50.0
flamerspread1 60
flamerspread2 90
flamerzdiv1 1
flamerzdiv2 0
grenadeadelay1 600
grenadeadelay2 600
grenadeaidist1 0.0
grenadeaidist2 0.0
grenadeallowed 1
grenadecollide1 594
grenadecollide2 82
grenadecolour 0x2200FF
grenadecooked1 16
grenadecooked2 16
grenadecritmult 0.0
grenadedamage1 -10
grenadedamage2 -30
grenadeexplcol1 0x0200FF
grenadeexplcol2 0x0200FF
grenadeexplode1 10
grenadeexplode2 100
grenadeflakcollide2 597
grenadeflakdmg1 0
grenadeflakdmg2 0
grenadeflakrays1 1
grenadeflakrays2 5
grenadeflakrel2 1.0
grenadeflakweap1 -1
grenadeflakweap2 -1
grenadehitpush1 0.0
grenadehitpush2 0.0
grenadekickpush1 0.0
grenadekickpush2 0.0
grenademax 5
grenadename "Blue Light"
grenadepartcol1 0x0200FF
grenadepartcol2 0x0200FF
grenadeparttype1 6
grenadeparttype2 7
grenadepower1 1000
grenadepower2 1000
grenaderadial1 100
grenaderadius1 2.0
grenaderadius2 2.0
grenaderesidual1 0
grenaderesidual2 0
grenadespeed1 450
grenadespeed2 450
grenadetaperin1 0.3
grenadetaperout1 0.3
grenadetime1 6000
grenadetime2 1000
grenadeweight1 300.0
grenadeweight2 300.0
instaweapon 0
meleeadelay1 80
meleecollide1 100
meleekickpush1 -60.0
meleename "burnout"
meleepartcol1 -1
meleepartcol2 -1
meleepartsize1 4.0
meleepartsize2 8.0
meleeparttype1 5
meleeparttype2 5
meleepdelay1 250
meleeselfdmg1 1.0
meleetime1 3000
pistoladelay1 80
pistoladelay2 300
pistolcollide1 118
pistolcollide2 449
pistolcolour 0xFF4422
pistolcooked2 1
pistoldamage1 15
pistoldamage2 4
pistoledelay2 50
pistolexplcol2 0xFF4422
pistolexplode2 40
pistolflakcollide2 449
pistolflakdmg2 0
pistolflakrays2 1
pistolflakscale2 10.0
pistolflaktime2 5000
pistolfullauto1 1
pistolname "Flare"
pistolpartcol1 -1
pistolpartcol2 -1
pistolpartsize2 5.0
pistolparttype2 6
pistolpower2 1500
pistolradial2 100
pistolrays2 1
pistolrdelay 1600
pistolselfdmg1 1.0
pistolselfdmg2 1.0
pistolspeed2 300
pistolspread1 10
pistolspread2 1
pistolsub2 0
pistoltaperin2 0.5
pistoltaperout2 0.5
pistoltime1 1000
pistoltime2 6000
pistolzdiv1 1
plasmaadelay1 500
plasmaadelay2 500
plasmacollide1 449
plasmacollide2 85
plasmacolour 0x8888FF
plasmacooked2 1
plasmadamage1 1
plasmadamage2 60
plasmaedelay1 0
plasmaexplcol1 -3
plasmaexplcol2 -3
plasmaexplode1 5
plasmaexplode2 0
plasmahitpush1 -15.0
plasmahitpush2 100.0
plasmakickpush1 -0.0
plasmakickpush2 300.0
plasmamax 5
plasmaname "Grappling Beam"
plasmapartcol1 -3
plasmapartcol2 -3
plasmapartsize2 10.0
plasmaparttype1 2
plasmaparttype2 2
plasmapower2 1000
plasmapusharea 20.0
plasmaradial1 100
plasmaradial2 0
plasmaselfdmg1 1.0
plasmaspeed1 2000
plasmaspeed2 2000
plasmasub2 0
plasmataperin2 0.0
plasmataperout2 0.0
plasmatime1 500
rifleadd 3
rifleadelay1 350
riflecollide1 55
riflecollide2 55
riflecolour 0x00FF66
riflecooked1 1
rifledamage1 30
rifledelta1 10000.0
rifledelta2 500.0
rifleexplcol1 0x00FF44
rifleexplcol2 0x00FF44
rifleexplode1 0
rifleflakcollide1 53
rifleflakcollide2 53
riflefullauto1 1
riflefullauto2 1
riflegdelay1 50
rifleguided1 2
rifleguided2 2
riflekickpush1 10.0
riflekickpush2 10.0
riflemax 15
riflename "Crossfire"
riflepartcol1 0x00FF66
riflepartcol2 0x00FF66
riflepartlen1 128.0
riflepartlen2 128.0
riflepartsize1 2.0
riflepartsize2 6.0
rifleparttype1 4
rifleparttype2 4
riflepower1 400
riflerdelay 1200
riflereflectivity1 1.0
riflespeed1 200
riflespeed2 200
riflesub2 3
rifletime1 2500
rifletime2 2500
rocketadd 3
rocketadelay1 1500
rocketadelay2 2500
rocketallowed 2
rocketcolour 0xFFFFFF
rocketdamage1 50
rocketdamage2 50
rocketexplcol2 -3
rocketexplode1 200
rocketflakdmg1 25
rocketflakdmg2 25
rocketflakrays1 32
rocketflakrays2 32
rocketflakscale1 2.0
rocketflakspeed1 40
rocketflakspeed2 160
rocketflaktime1 2500
rocketflaktime2 1200
rocketflakweap1 13
rocketflakweap2 16
rocketguided2 0
rockethitpush1 50.0
rockethitpush2 -300.0
rocketmax 3
rocketname "Wicked Thermonuclear Flamer"
rocketpartcol2 -3
rocketpartsize1 40.0
rocketpartsize2 40.0
rocketparttype1 2
rocketparttype2 6
rocketpower1 0
rocketpower2 0
rocketpusharea 8.0
rocketresidual2 0
rocketspeed2 800
rocketsub1 2
shotgunadd 20
shotgunadelay1 125
shotgunadelay2 1000
shotguncollide1 117
shotguncolour 0xFF8800
shotguncooked2 16
shotgundamage1 20
shotgundamage2 40
shotgunedelay2 2000
shotgunexplcol2 -2
shotgunexplode2 50
shotgunflakdmg2 8
shotgunflakrays2 1
shotgunflakweap2 3
shotgunfullauto1 1
shotgunkickpush1 20.0
shotgunkickpush2 175.0
shotgunlaser 1
shotgunmax 20
shotgunminspread1 2
shotgunname "C-14 Impaler"
shotgunpartcol1 -2
shotgunpartcol2 -2
shotgunparttype2 8
shotgunpower2 2000
shotgunrays1 1
shotgunrdelay 2500
shotgunresidual2 1
shotgunspread1 3
shotgunsub2 0
smgadd 1
smgadelay1 150
smgadelay2 1000
smgcollide1 70
smgcollide2 70
smgcolour 0xA050FF
smgcooked1 4
smgcooked2 8
smgdamage1 10
smgdamage2 10
smgdelta2 10.0
smgedelay1 80
smgedelay2 80
smgelasticity1 1.0
smgelasticity2 1.0
smgexplcol1 0xAA55FF
smgexplcol2 0x5555FF
smgflakdmg1 5
smgflakrays1 1
smgflakrays2 1
smgflakrel1 0.1
smgflakspeed1 100
smgflakspeed2 100
smgflakspread1 1.0
smgflaktime1 100
smgflakweap2 -1
smggdelay1 300
smggdelay2 300
smgguided1 1
smgguided2 1
smghitpush1 10.0
smghitpush2 10.0
smgkickpush1 0.0
smgkickpush2 0.0
smglegsdmg1 0.5
smglegsdmg2 0.5
smgmax 1
smgname "Swarm Gun"
smgpartcol1 0xAA55FF
smgpartcol2 0x5555FF
smgpartlen2 35.0
smgpartsize1 2.0
smgpartsize2 4.0
smgparttype1 6
smgparttype2 6
smgpower1 500
smgpower2 1000
smgpusharea 10.0
smgrays2 10
smgrdelay 2000
smgspeed1 140
smgspeed2 140
smgspread1 180
smgspread2 180
smgsub1 0
smgsub2 0
smgtime1 10000
smgtime2 10000
spawnprotect 0
swordadelay1 200
swordadelay2 3000
swordcolour 0xFFBB00
swordcooked1 1
sworddamage1 25
sworddamage2 1
swordexplcol2 0xFFCC88
swordexplode2 16
swordflakdmg2 0
swordfullauto1 0
swordhitpush2 0.0
swordkickpush1 -300.0
swordname "Sword and Shield"
swordpartcol1 0xFFBB00
swordpartcol2 0xFFBB00
swordpartsize2 0.0
swordparttype2 6
swordpdelay2 1000
swordpower1 800
swordradial2 200
swordreflectivity2 360.0
swordresidual2 0
swordtime2 2000


Offline usage:
Copy the above settings ("select all") and write them to a file located in your Red Eclipse user data directory. Alternately, if you catch my "server" online, you can dump the variables using:
{l Code}: {l Select All Code}
/writevars fun.cfg

To execute said file and load the settings for offline play, use:
{l Code}: {l Select All Code}
/exec fun.cfg

To substitute for the corresponding server variables, you can use something like (bash):
{l Code}: {l Select All Code}
sed 's/^./sv_&/' fun.cfg >> serverexec.cfg


Some screenshots:
Attachments
fun.preview.png
(The current particle effects differ from These.) Clockwise: Sword and Shield, Smartgun, Sludge Cannon, C-14 Impaler, Wicked Thermonuclear Flamer and Flare. Background: Grappling Beam.
Last edited by bonifarz on 14 Feb 2013, 08:36, edited 17 times in total.
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Re: [weapon vars] FUN

Postby ZeroKnight » 14 Sep 2012, 23:45

Those look pretty nifty :D Makes me want to make a few more of my own weapmods again.
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Re: [weapon vars] FUN

Postby bonifarz » 15 Sep 2012, 15:03

Thanks, ZeroKnight.

I made some more adjustments, e.g. some pdelay on the WTF to encourage dual fire and a less selfish secondary mode for the blue light.
A server with the weapon mod will be running casually.
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Re: [weapon vars] FUN

Postby bonifarz » 16 Sep 2012, 21:29

Some more adjustments, grappling beam revamped, flare (pistol) now inflicts self-damage, some palette effects.
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Re: [weapon vars] FUN

Postby quintux_v » 17 Sep 2012, 01:58

in the upper-left hand image: what's with the pistol? It looks different somehow.

Otherwise, this looks like a really cool mod, the "blue light" is a stroke of genius.
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Re: [weapon vars] FUN

Postby Karoushi » 17 Sep 2012, 03:08

quintux_v {l Wrote}:in the upper-left hand image: what's with the pistol? It looks different somehow.

Otherwise, this looks like a really cool mod, the "blue light" is a stroke of genius.


Was thinking of adding some form of impact hammer to my mod but I just never did, maybe in the future.
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Re: [weapon vars] FUN

Postby bonifarz » 17 Sep 2012, 07:00

quintux_v {l Wrote}:in the upper-left hand image: what's with the pistol? It looks different somehow.


I guess you mean the animation of the pistol slide:
http://en.wikipedia.org/wiki/Pistol_slide

This has nothing to do with the modifications I made. The animation is just rather short, which makes it hard to see in game, and eye-catching on a screenshot.

Karoushi {l Wrote}:Was thinking of adding some form of impact hammer to my mod but I just never did, maybe in the future.


I am not sure how this is related, do you refer to the grappling beam? The gain of mobility with this is way beyond rocket jumping, even though that is possible as well. I hope I could temper the annoyance factor of getting grappled and dragged around by others.
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Re: [weapon vars] FUN

Postby Karoushi » 17 Sep 2012, 12:04

bonifarz {l Wrote}:
quintux_v {l Wrote}:in the upper-left hand image: what's with the pistol? It looks different somehow.

Otherwise, this looks like a really cool mod, the "blue light" is a stroke of genius.


I guess you mean the animation of the pistol slide:
http://en.wikipedia.org/wiki/Pistol_slide

This has nothing to do with the modifications I made. The animation is just rather short, which makes it hard to see in game, and eye-catching on a screenshot.

Karoushi {l Wrote}:Was thinking of adding some form of impact hammer to my mod but I just never did, maybe in the future.


I am not sure how this is related, do you refer to the grappling beam? The gain of mobility with this is way beyond rocket jumping, even though that is possible as well. I hope I could temper the annoyance factor of getting grappled and dragged around by others.


Nah it was in response to quintux saying the "blue light" was a stroke of genius. The impact hammer is kind of the similar.
Last edited by Karoushi on 17 Sep 2012, 18:54, edited 2 times in total.
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Re: [weapon vars] FUN

Postby qreeves » 17 Sep 2012, 15:02

quintux_v != me
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: [weapon vars] FUN

Postby bonifarz » 17 Sep 2012, 18:16

Be careful with abbreviations, Rou :D

I don't get the genius side of an impact hammer, but never mind, I am sure you will come up with something original.

Looking forwards to playing some grapple-trial...
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Re: [weapon vars] FUN

Postby Karoushi » 17 Sep 2012, 18:48

bonifarz {l Wrote}:Be careful with abbreviations, Rou :D

I don't get the genius side of an impact hammer, but never mind, I am sure you will come up with something original.

Looking forwards to playing some grapple-trial...


Lol whatever dude, it is within the quotes all anybody has to do is read. EDIT: there I added tux on the end. lol

I have come up with original things, I do have my own game after all...and I didn't say the impact hammer was genius I was implying that the blue light is nothing new.

Its basically a combination of the impact hammer (melee damage primary) and the medic gun from team fortress 2...
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Re: [weapon vars] FUN

Postby quintux_v » 18 Sep 2012, 05:31

qreeves {l Wrote}:quintux_v != me


yeah, sorry about that. Back when I used quintux_v on the servers, someone actually did mistake me for you. Took me a while to convince him it wasn't. Poor guy. If anyone's curious, quintux_v is supposed to be the shortened/slightly modified form of "Quintinius Verginix", a very cool character from a very cool series of books.

Back on topic:
bonifarz {l Wrote}:I guess you mean the animation of the pistol slide:
http://en.wikipedia.org/wiki/Pistol_slide

This has nothing to do with the modifications I made. The animation is just rather short, which makes it hard to see in game, and eye-catching on a screenshot.


Okay, cool. Initially I thought it was some extension or something similar, like a power-up.

bonifarz {l Wrote}:Looking forwards to playing some grapple-trial...


Ever played the Legend of Zelda games that had the grappling hooks?

Karoushi {l Wrote}:I have come up with original things, I do have my own game after all...and I didn't say the impact hammer was genius I was implying that the blue light is nothing new.

Its basically a combination of the impact hammer (melee damage primary) and the medic gun from team fortress 2...


Still, the "blue light" idea is quite nice, just thinking of a blue light is kind of soothing and calming. Plus, it's a grenade, so it's kind of an anti-team kill device.
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Re: [weapon vars] FUN

Postby Karoushi » 18 Sep 2012, 06:32

Well like usual if and when I get things strangely or mixed up I blame the alcohol! aha
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Re: [weapon vars] FUN

Postby bonifarz » 18 Sep 2012, 07:34

Karoushi {l Wrote}:blue light is nothing new.

quintux_v {l Wrote}: the "blue light" idea is quite nice, just thinking of a blue light is kind of soothing and calming.

Sure, heheh. Havn't you seen the description? The color and name is just a reference to an epic piece of movie dialogue. Most weapon names are meant to be allusions.

Karoushi {l Wrote}:Its basically a combination of the impact hammer (melee damage primary) and the medic gun from team fortress 2...

Never played any of the TF titles, as I dont like the setting, but their wiki tells me there's a dozen of medic guns. Anyways, I have seen healing (health booster!) guns in other RE weapon mods, and my intention was to make it difficult and tactical to use. The secondary is very weak, and the primary turns you into a living bullseye. No melee aspects whatsoever.

quintux_v {l Wrote}: Initially I thought it was some extension or something similar, like a power-up.

That would require a rework of the 3d art as a client side modification, which is quite a difficult thing to do. And if you plan to distribute such mods, always be careful with the licenses. Art content is often not SA.

quintux_v {l Wrote}:Ever played the Legend of Zelda games that had the grappling hooks?

Sure thing! The Swarm Gun description refers to OoT. In return, have you ever played Super Metroid?
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Re: [weapon vars] FUN

Postby bonifarz » 19 Sep 2012, 21:46

*Some more updates.*
The rifle is no longer left unmodified and serves as a presumably noob-friendly weapon.
The WTF and swarm gun work quite a bit differently now, and there are various balance fixes, most notably the impalers minspread was lowered.

Grappling-trial seems to be fun solo, but quite difficult in multiplayer, as you need trialstyle 1 and good teamplay.
Insta is now available with the grappling beam, too.
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Re: [weapon vars] FUN

Postby bonifarz » 23 Sep 2012, 16:47

I hope nobody minds the triple-post. There are some more changes, again mainly on the rifle and swarm gun.

The swarm has a new alt fire that trades off lifetime for multiple shots. There is no more reloading (no animation on the smg anyways) and damage was lowered. The rifle has a larger clip, reloads faster and uses guided 2, so you can hit with multiple shots at once. The flares alt fire can now be charged 50% longer to increase its radius accordingly, which should make it more useful to block a pathway.

Thanks to all the folks who helped me testing the weapon variables this week end. I hope you had some fun playing.
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Re: [weapon vars] FUN

Postby bonifarz » 29 Sep 2012, 10:08

I recorded a small screencast to demonstrate most of the current weapon features.
If someone feels like putting this on youtube, I will gladly embed it in this topics leading post.
Editing the video is explicitly allowed from my side, as for instance, the sound in the last part is a big mess.

Here is a download link and some technical info.

[EDIT: Link removed - send a PM if you want the file]

0:05:36
74.57 MB
640x360
24.00 FPS
MPEG-2 1600KB/s
MPEG-Audio 128KB/s
Last edited by bonifarz on 29 Sep 2012, 18:40, edited 1 time in total.
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Re: [weapon vars] FUN

Postby ballist1c » 29 Sep 2012, 17:23


youtu.be/rLmHuXio6jo

:)

I liked the mod so much I went through and added boni's weapon descriptions for him as annotations. Enjoy ^^
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Re: [weapon vars] FUN

Postby bonifarz » 29 Sep 2012, 18:28

Thank you very much for this, ballist1c. Your help is appreciated, and putting in the weapon descriptions is a nice idea.

EDIT: There is and was no bleed residual on the impaler, actually. The shotgun only has it on the alt fire, shotgunresidual2.
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Re: [weapon vars] FUN

Postby bonifarz » 13 Oct 2012, 17:09

Since Temka's BluEnergy is quite popular for editing or trial-testing, I introduced similar mechanics on the melee slot weapon. I named it the "burnout" and gave it a flaming look. This replaces the grappling beam as the weapon for instagib games, which turned out to be too difficult to aim due to the radial damage tics. As a side effect, the melee secondary is left unmodified except for some visual effects, in order to keep the kicking mechanics the same. Here is the description updated above.

{l Code}: {l Select All Code}
melee --> Burnout
Primary: Gives the word insta a whole new meaning
Secondary: The very usual Kung Fu lessons, but with some flame particles for the looks
Comment: The primary is technically almost the same as Temka's BluEnergy mod
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