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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Tue Jul 24, 2007 1:13 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
darlos made a pretty good punch.

imo the punch should be indestructible but they should also come with a knife too.


b23 brings ♥♥♥♥ presets which is all i want...


Sat Apr 18, 2009 5:26 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Give him something completely over the top.

Like... A chainsaw sledgehammer.


Sat Apr 18, 2009 5:27 pm
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3 solid wrote:
Give him something completely over the top.

Like... A chainsaw sledgehammer.

I don't think sledgehammers are supposed to cut.

Maybe a Halo style grav hammer?


Sat Apr 18, 2009 5:46 pm
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IMPACT HAMMER: the only part of ut3 that is am improvement on ut2k4


Sun Apr 19, 2009 8:56 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
3 solid wrote:
chainsaw sledgehammer
A chainsaw where every blade is replaced with a fully sized sledgehammer head, the size scaled to match. Each head is an AEmitter emitting an object with high mass, 0 sharpness and InheritsVel where the AEmitters themselves are rotating in a motion analogous to a chainsaw.

Anyway, that's needlessly complicated for something so simple.

Try something similar to your Thermal Katana type thing except with an appropriate sprite and possibly blunt if neccessary.


Sun Apr 19, 2009 9:02 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Over the top......

Giant enemy chainsaw?


Sun Apr 19, 2009 3:31 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Make a giant sledgehammer with an axe blade on the other side.


Sun Apr 19, 2009 4:01 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I think I'll stick the knife after all.

I'll try to fiddle with the fist and see if I can make anything out of it. I kinda hated how darlos made his punch, it was effective, but it used sharpness and you were capable in making holes in the terrain and pierce flesh and armor with it. Its not right. D:

Exalion wrote:
IMPACT HAMMER: the only part of ut3 that is am improvement on ut2k4


The "caramel lasso" as you said is pretty much that. The force gun performs exatcly like the impact hammer, except it has a longer range since it fires pressurized air few feet away.

However its a bit too powerful as a pre-equipped weapon. You can knock out any weapon and even gib it, not to mention you can smack away limbs of an actor with it and send them flying all over the place. But it sure is fun.

Also it seems that a chainsaw is a popular request and will fit in really well with the mod if done right.

411570N3 wrote:
Try something similar to your Thermal Katana type thing except with an appropriate sprite and possibly blunt if neccessary.


Already have that, infact this mod was the first one to do it. I ported the design to AAL in a slightly nerfed scale. It too is really powerful to be used as a starting weapon.


I posted a thread in the Lua section in mod making. If you know CC Lua, please help. Keep in mind that its for B23 and it does NOT use scene areas. It uses an MOSRotating object instead which acts as the "node of actions" or an "area" in the module.


Sun Apr 19, 2009 5:26 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Fusion baseball bat? ... You hit someone, KABOOM!!! Small explosion and the target is gone...


Tue Apr 21, 2009 7:47 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Or how about some form of a grappling hook to get you out of some of those sticky situations; like when your friend shoots off your jet pack and you fall into one of those death pit traps. These are Merc's right and what kind of self respecting mercenary would be caught dead without a grappling hook :???: it's a Conspiracy I tell you


Thu Apr 23, 2009 1:23 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
A grappling hook would be REALLY REALLY REALLY cool!
Seriously, excellent idea.
(Anyone played/play Smashball?)


Thu Apr 23, 2009 3:51 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
It would also be really hard (impossible?).


But still an awesome idea. : )


Thu Apr 23, 2009 3:58 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Looking at some of the pics, it strangely feels like I'm looking at an alternate version of my own main faction... Though my spriting and gameplay will never compare -_-;

If Lua can be applied to weapons...
Fist:

1) Take into account target's material properties:
-Bounce:
Base Damage - (Bounce*Base Damage)
Damage reduction due to bounce
-Structural Integrity:
Base Damage - Structural Integrity*0.01
Damage reduction due to Structural Integrity <Try punching metal!>

<Rrrrgggh>

Then check the targets mass, this will determine the velocity the target flies after the punch, and the amount of damage the punch will do... <Rrrrrgggh physics>

Its more like the actor is holding a invisible gun that doesn't fire anything, but checks if a MO other then the actor, and gun, is in range while executing the punch. Does Lua check for mouse clicks? How powerful is Lua for CC anyways?


Thu Apr 23, 2009 6:05 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
zeno39 wrote:
Or how about some form of a grappling hook to get you out of some of those sticky situations; like when your friend shoots off your jet pack and you fall into one of those death pit traps. These are Merc's right and what kind of self respecting mercenary would be caught dead without a grappling hook :???: it's a Conspiracy I tell you


With Lua, this might be possible. However I think you can forget about ropes and such, since those feel like impossible. Otherwise if you can think of method/way the graphook would work, then why not.

Hmm

Probably something like you fire a your "grap gun" and it fires an object that sticks to where it hits and will pull the player slowly towards it.
But how would this work without the hook pulling every damn actor within its range and how would one turn it off?


@DSMK2

Thats a good idea. I wonder if Lua is capable of checking the material composition of things though... : /

*Idea*

What about if the "fist" was converted to a "throw"? That'd work much better.
It'd be like a short range halflife2 gravity gun and give you means to move interactive objects like barrels and crates.

First you pick stuff up that has mass less than... 60-80kg and then if you have something in your hands, then the object you are holding will chuck it forward.

I'll need some Lua help with that one though. >.>


Thu Apr 23, 2009 10:17 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
zeno39 wrote:
Or how about some form of a grappling hook to get you out of some of those sticky situations; like when your friend shoots off your jet pack and you fall into one of those death pit traps. These are Merc's right and what kind of self respecting mercenary would be caught dead without a grappling hook :???: it's a Conspiracy I tell you


With Lua, this might be possible. However I think you can forget about ropes and such, since those feel like impossible. Otherwise if you can think of method/way the graphook would work, then why not.

Hmm

Probably something like you fire a your "grap gun" and it fires an object that sticks to where it hits and will pull the player slowly towards it.
But how would this work without the hook pulling every damn actor within its range and how would one turn it off?


@DSMK2

Thats a good idea. I wonder if Lua is capable of checking the material composition of things though... : /

*Idea*

What about if the "fist" was converted to a "throw"? That'd work much better.
It'd be like a short range halflife2 gravity gun and give you means to move interactive objects like barrels and crates.

First you pick stuff up that has mass less than... 60-80kg and then if you have something in your hands, then the object you are holding will chuck it forward.

I'll need some Lua help with that one though. >.>



graphook would only be good if it involved swinging. it's probably really tough, but it'd be SO AWESOME if done well!


Thu Apr 23, 2009 10:34 am
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