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Weapon ideas:
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Author:  RaggedDruid [ Fri Sep 21, 2007 3:44 am ]
Post subject:  Weapon ideas:

A lightning gun. Not like the Air Slicer, but more like an actual electricity gun; short-circuits robots, doesn't effect skeletons beyond crackling a bit, and causes clones to take damage and start flailing around wildly.

A nail gun or a stake gun. I'm not talking about something like the Stakeout, which is just a fancy rifle that can easily one-hit kill someone and also creates platforms. I'm thinking more along the lines of the Painkiller stakegun, where you can pin people to walls.

More types of ammo for pre-existing weapons in the form of "variations" that you can buy from the buy menu. Perhaps make an AK-47 variant with armor-piercing rounds, or a shotgun that shoots electric rounds (think aforementioned lightning gun, with extra piercing damage).

Edit: Actually, scratch that, just put the different variants in the Ammo section. Order one along with the weapon, and the weapon has the new ammo built in.

Yes, I got the "variations" idea from Bioshock. :grin: Reason I'm posting this in General is because these would require Data to mess with the code a bit.

Author:  Electroclan [ Fri Sep 21, 2007 4:02 am ]
Post subject:  Re: Weapon ideas:

Quote:
A lightning gun. Not like the Air Slicer, but more like an actual electricity gun; short-circuits robots, doesn't effect skeletons beyond crackling a bit, and causes clones to take damage and start flailing around wildly.

I happen to have something like that.. except it kills everything.

Quote:
A nail gun or a stake gun. I'm not talking about something like the Stakeout, which is just a fancy rifle that can easily one-hit kill someone and also creates platforms. I'm thinking more along the lines of the Painkiller stakegun, where you can pin people to walls.

I think AAL developed something along the lines of that, minus pinning clones to the wall.

Author:  ProjektTHOR [ Fri Sep 21, 2007 5:08 am ]
Post subject:  Re: Weapon ideas:

Persistant shrapnel (sticking people to walls) is not currently possible.

Author:  Miles_T3hR4t [ Fri Sep 21, 2007 7:25 am ]
Post subject:  Re: Weapon ideas:

ProjektTHOR wrote:
Persistant shrapnel (sticking people to walls) is not currently possible.

yeah it is.
you just have to know what to do. i just figured it out, and havent done it cause i cant do offsets for actors yet, i dont know how they work...

just heavily mod that homing missile (you know the one, i always forget his name though :-P )
just make wider... well, taller,
and make it NOT gib on impact,
if it doesnt gib it doesnt explode.
it would home in, and get stuck.
just give it a fast enough velocity, and make it die, without gibbing.
if you miss, it gets stuck, it dies, and its stuck for good.
if you hit, it pins them, then the actor dies, and its stuck, keeping it pinned.
if you speed them up (change the weight of the 'fuel', or the RoF), they'd be fast enough that if you miss, they'd hit something before they could turn.
in fact, fast enough that turning wont make a differance.
now that i know how to do that, i have a mod i'm gonna make myself (not quite a missile launcher, but rather... the 8-ball launcher... if you dont know it, you dont... if your among the few who know.... be ready for one that homes in, and works in CC, without being UBER)

Author:  ProjektTHOR [ Fri Sep 21, 2007 1:52 pm ]
Post subject:  Re: Weapon ideas:

I would be genuinely surprised if you managed to figure something out that numgun couldn't--to be honest.

Author:  RaggedDruid [ Fri Sep 21, 2007 2:33 pm ]
Post subject:  Re: Weapon ideas:

ProjektTHOR wrote:
Persistant shrapnel (sticking people to walls) is not currently possible.


That's why this is in General. Data would have to code this type of thing in for it to work.

Author:  Seraph [ Fri Sep 21, 2007 4:07 pm ]
Post subject:  Re: Weapon ideas:

Miles_T3hR4t wrote:
ProjektTHOR wrote:
Persistant shrapnel (sticking people to walls) is not currently possible.

yeah it is.
you just have to know what to do. i just figured it out, and havent done it cause i cant do offsets for actors yet, i dont know how they work...

just heavily mod that homing missile (you know the one, i always forget his name though :-P )
just make wider... well, taller,
and make it NOT gib on impact,
if it doesnt gib it doesnt explode.
it would home in, and get stuck.
just give it a fast enough velocity, and make it die, without gibbing.
if you miss, it gets stuck, it dies, and its stuck for good.
if you hit, it pins them, then the actor dies, and its stuck, keeping it pinned.
if you speed them up (change the weight of the 'fuel', or the RoF), they'd be fast enough that if you miss, they'd hit something before they could turn.
in fact, fast enough that turning wont make a differance.
now that i know how to do that, i have a mod i'm gonna make myself (not quite a missile launcher, but rather... the 8-ball launcher... if you dont know it, you dont... if your among the few who know.... be ready for one that homes in, and works in CC, without being UBER)



I would be genuinely surprised if people can fully understand what you are saying. That being said you do spout a lot of ideas, which can't hurt.

Author:  blipflip [ Fri Sep 21, 2007 7:13 pm ]
Post subject:  Re: Weapon ideas:

Miles, this is getting annoying. You are always telling us why we are wrong and how we can do things when you can't do things yourself. You did it in the discussion for my homing missile, without even having looked at the code which meant that you didn't realise it wasn't a rocket.

The idea you just had- with the current collision system that would just gib the clone. A force that strong would easily gib them. If it wasn't that strong, it wouldn't be strong enough to hold them off the floor at all.

Also, I think you've already asked for permission to mod my homing missile and I've already said no.

Author:  3 solid [ Fri Sep 21, 2007 7:44 pm ]
Post subject:  Re: Weapon ideas:

^
Is right. If you were clubbed in the head by a 250mph rocket, you'd die. Stop trying to be smarter than us.

And making a pointy grenade wouldn't work either.

Author:  Miles_T3hR4t [ Fri Sep 21, 2007 8:21 pm ]
Post subject:  Re: Weapon ideas:

blipflip wrote:
Miles, this is getting annoying. You are always telling us why we are wrong and how we can do things when you can't do things yourself. You did it in the discussion for my homing missile, without even having looked at the code which meant that you didn't realise it wasn't a rocket.

The idea you just had- with the current collision system that would just gib the clone. A force that strong would easily gib them. If it wasn't that strong, it wouldn't be strong enough to hold them off the floor at all.

Also, I think you've already asked for permission to mod my homing missile and I've already said no.

thats just it.
it gibs whenever you tell it to gib.
just set the gib impulse as high as it can be set.
or even,
remove the ability to gib.
make a non-gibbing actor, that can, and has been done.

and i'm not trying to be smarter,
i just think outside the box, generaly missing whats INSIDE the box.

Author:  Metal Chao [ Fri Sep 21, 2007 8:36 pm ]
Post subject:  Re: Weapon ideas:

Miles_T3hR4t wrote:
blipflip wrote:
Miles, this is getting annoying. You are always telling us why we are wrong and how we can do things when you can't do things yourself. You did it in the discussion for my homing missile, without even having looked at the code which meant that you didn't realise it wasn't a rocket.

The idea you just had- with the current collision system that would just gib the clone. A force that strong would easily gib them. If it wasn't that strong, it wouldn't be strong enough to hold them off the floor at all.

Also, I think you've already asked for permission to mod my homing missile and I've already said no.

thats just it.
it gibs whenever you tell it to gib.
just set the gib impulse as high as it can be set.
or even,
remove the ability to gib.
make a non-gibbing actor, that can, and has been done.

and i'm not trying to be smarter,
i just think outside the box, generaly missing whats INSIDE the box.


But that would make it pointless, as it would only work on that one actor.

And it wouldn't work anyway. It'd either rip limbs off of the actor and bounce off, or just bounce off.

Author:  Miles_T3hR4t [ Fri Sep 21, 2007 8:42 pm ]
Post subject:  Re: Weapon ideas:

metal chao wrote:
Miles_T3hR4t wrote:
blipflip wrote:
Miles, this is getting annoying. You are always telling us why we are wrong and how we can do things when you can't do things yourself. You did it in the discussion for my homing missile, without even having looked at the code which meant that you didn't realise it wasn't a rocket.

The idea you just had- with the current collision system that would just gib the clone. A force that strong would easily gib them. If it wasn't that strong, it wouldn't be strong enough to hold them off the floor at all.

Also, I think you've already asked for permission to mod my homing missile and I've already said no.

thats just it.
it gibs whenever you tell it to gib.
just set the gib impulse as high as it can be set.
or even,
remove the ability to gib.
make a non-gibbing actor, that can, and has been done.

and i'm not trying to be smarter,
i just think outside the box, generaly missing whats INSIDE the box.


But that would make it pointless, as it would only work on that one actor.

And it wouldn't work anyway. It'd either rip limbs off of the actor and bounce off, or just bounce off.

gee.
what's the problem
with a high velocity stake, supposed to only hit one actor, and pin it to whatever,
only effecting one actor?
re-read what started this arguement, then read what you said.
please. a gun, that shoots spikes and sticks individual guys to a wall...

also...
whats this about pointy grenades? thats retarded.

Author:  The Fat Sand Rat [ Fri Sep 21, 2007 8:53 pm ]
Post subject:  Re: Weapon ideas:

Miles, I don't think you understand what everyone has been saying here.
CC DOES NOT WORK THAT WAY.
There is no way to have a force balanced to kill something without gibbing it and keep it on the floor like that, and also, since build... 14? 14, yeah, when you press an actor hard enough into something, IT DIES AND GOES AWAY.
Swept under the carpet.
Will not work.

Author:  Metal Chao [ Fri Sep 21, 2007 8:55 pm ]
Post subject:  Re: Weapon ideas:

Miles_T3hR4t wrote:
metal chao wrote:
Miles_T3hR4t wrote:
[
thats just it.
it gibs whenever you tell it to gib.
just set the gib impulse as high as it can be set.
or even,
remove the ability to gib.
make a non-gibbing actor, that can, and has been done.

and i'm not trying to be smarter,
i just think outside the box, generaly missing whats INSIDE the box.


But that would make it pointless, as it would only work on that one actor.

And it wouldn't work anyway. It'd either rip limbs off of the actor and bounce off, or just bounce off.

gee.
what's the problem
with a high velocity stake, supposed to only hit one actor, and pin it to whatever,
only effecting one actor?
re-read what started this arguement, then read what you said.
please. a gun, that shoots spikes and sticks individual guys to a wall...

also...
whats this about pointy grenades? thats retarded.


What I (obviously) mean is that it will only work on your "no-gib" actor, not that it will only affect one person.

The engine cannot pin things to walls.
No matter how fast they are moving, they'll just rip bits off, pass through, or bounce off.
You cannot impale actors.

Author:  Miles_T3hR4t [ Fri Sep 21, 2007 9:27 pm ]
Post subject:  Re: Weapon ideas:

metal chao wrote:

What I (obviously) mean is that it will only work on your "no-gib" actor, not that it will only affect one person.

The engine cannot pin things to walls.
No matter how fast they are moving, they'll just rip bits off, pass through, or bounce off.
You cannot impale actors.


um
make the actor weigh less so it doesnt gib the target,
give it 1 HP,
and low armor,
it will hit the target, and be low enough weight to knock it over, but not kill it,
a glancing shot might take off its head though,
the projectile actor will hit, and take damage,
not gib, and die,
when it stops moving
it becomes part of the map. just like everything else when it dies.
effectivly building a box arround the target.

you can make an actor light enough that it wont kill what it collides with...

okay...
so its not a stake gun, its more of a net launcher.
the 'net' (an actor) is fired.
the 'net' has 1 hp, light weight, doesnt gib, and has low armor.
so the 'net' hits something, dies, and becomes part of the map

the 'net' hits a target, its light enough not to just kill it, but rather, push it to the ground
(like lord tim's water wars mod, if you crank up the ammount of water, or the velocity)
harmlessly pushing it to the ground,
but not being heavy enough to kill.
the 'net' has since died, and when it stops moving, it becomes part of the map.
the 'net' has now pinned the target.

it works, i've done it on accident,
i just never thought to make it a gun.
its like a dropship smacking into the ground, and delivering a payload as it dies.
i've had this happen.
the dropship becomes part of the map as it dies,
and the payload gets stuck INSIDE the ground.

same concept. just, used, rather than being accidental.

i never said it would be easy,
just that if you took the time its possible.
now once i finish reading everything, i've posted in,
i'll be makeing a 4 legged actor, to prove weather or not it will function, rather than everyone saying "We dont know how, and will not attempt it"

if it doesnt work, it doesnt work,
if it does work, than it does work.
the important thing is to test every option rather than going "wtf no."
its like still thinking the world is flat. you have to try something new once in a while.

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