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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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[WIP]Telekinetic Wielder - Updated!
I'm leaving for vacation, and I wanted to get this out before I left. This is strictly a beta release. The mod needs a lot more polish before I'll consider it a true release. More info and pictures here: http://www.datarealms.com/forum/viewtopic.php?f=1&t=15899&start=0This tool allows you to carry a second gun, which floats above. It aims where you aim and shoots where you shoot. Pretty simply (ha!). Be mindful of where the floating gun is pointing. It targets the first object in your line of sight. So if you have your face in the dirt, you'll be blowing holes in your head. Instructions: The gun is under the Tools menu, not Weapons. Shoot a gun that is laying on the ground. Shoot your weapons like normal. The floating gun reloads automatically when it runs out of ammo. Crouch to toss away the floating gun and end the effect. The effect has 2 modes: Fixed* and Movable. To change between them, quickly 'tap' the Pie-Menu button. Movable mode allows for more accuracy. Fixed mode will keep your gun's position over your head. Default mode is Fixed. *Fixed, as in it is fixed relative to your actor. It still moves with you. Update: July 26, 2009 Tweaked the Movable mode. Now is more mobile =P. Fixed issue with dropped weapons still firing. Cleaned up the Lua code. Still lacks docs though =(. Added tiny glow effect. To-Do List: Add Lua documentation. DONE! Fix issue with weapons getting stuck in ceilings. Add sprite effects. Make mode changing and weapon dropping rebindable. Updated Version: Now with Full Documentation. Old version: Fixed Mode: Movable Mode: Note, this gif may be a little misleading. You do not control the floating gun's movement. It is automatic, so you don't need to multi-task.
Last edited by Kyred on Thu Aug 13, 2009 6:09 am, edited 3 times in total.
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Sat Jul 18, 2009 9:35 am |
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Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
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Re: [WIP]Telekinetic Wielder - Beta Release
I have just retrieved my jaw from the floor and I must say, this mod is badass. No matter what bugs could be found, it is badass. DL in progress.
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Sat Jul 18, 2009 9:58 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP]Telekinetic Wielder - Beta Release
Poor clone, his gun turned on him... Very well done. Make the gun glow blue when psy-wielded.
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Sat Jul 18, 2009 10:05 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP]Telekinetic Wielder - Beta Release
Should be fairly easy. Kyred wrote: The script runs on an MOPixel Just add a screeneffect to it. Though it wouldn't scale to different weapons, which would require more difficult coding in Lua. Also, does this work with both mouse and keyboard control types as well as gamepads, etc.?
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Sat Jul 18, 2009 10:13 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: [WIP]Telekinetic Wielder - Beta Release
411570N3 wrote: Should be fairly easy. Kyred wrote: The script runs on an MOPixel Just add a screeneffect to it. Though it wouldn't scale to different weapons, which would require more difficult coding in Lua. Also, does this work with both mouse and keyboard control types as well as gamepads, etc.? The MOPixel doesn't follow the gun though. It could and work exactly the same, I just didn't think to code it that way >_<. Lol, if you want to see where the MOPixel is, look really hard at the ammo count numbers in the gifs I posted. It's in the bottom light corner of the 10's digit. It's difficult to see unless your actually looking for it, since it's white like the numbers.
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Sat Jul 18, 2009 10:37 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP]Telekinetic Wielder - Beta Release
Do you need a sprite for it?
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Sat Jul 18, 2009 11:24 am |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: [WIP]Telekinetic Wielder - Beta Release
Roon3 wrote: Make the gun glow blue when psy-wielded. YES. Also, I really don't understand the "Movable" mode. It is still amazing.
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Sat Jul 18, 2009 12:39 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [WIP]Telekinetic Wielder - Beta Release
Roon3 wrote: Poor clone, his gun turned on him... Very well done. Make the gun glow blue when psy-wielded. I lol'd. That's why you use the sharp-aim mode before shooting downwards Epic mod is epic, a glow would make it look cool, but don't go overboard like Whitty used to do Just a faaaaaiiint glow will do nicely.
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Sat Jul 18, 2009 1:29 pm |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: [WIP]Telekinetic Wielder - Beta Release
OR what would be cool is like a glowy "ribbon" or "thread" that goes from the actor to the gun.
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Sat Jul 18, 2009 2:42 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP]Telekinetic Wielder - Beta Release
Except that would be considerably harder than simply making the object glow. I suppose it'd be possible with some random string of ScreenEffect'd particles being emitted or updated every second... but that'd be pretty laggy to boot.
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Sat Jul 18, 2009 3:18 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP]Telekinetic Wielder - Beta Release
Droping an activated weapon keeps it activated.
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Sat Jul 18, 2009 3:28 pm |
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nnninja
Joined: Wed Mar 25, 2009 9:49 pm Posts: 96
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Re: [WIP]Telekinetic Wielder - Beta Release
This is awesome, now we can finally triple wield!
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Sat Jul 18, 2009 4:27 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP]Telekinetic Wielder - Beta Release
I wonder if you could use math.atan2 on EyePos, rather than raycasting.
But then I'm not really sure what eyepos gives you.
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Sat Jul 18, 2009 5:08 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: [WIP]Telekinetic Wielder - Beta Release
EyePos is basically the position of the head. Raycasting is the only viable solution.
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Sat Jul 18, 2009 5:25 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP]Telekinetic Wielder - Beta Release
ViewPoint The point at which this actor is viewing, or that the scene frame should be centered on if tracking this Actor's view. In absolute scene coordinates.The point in absolute scene coordinates.
You kids and your raycasting.
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Sat Jul 18, 2009 5:28 pm |
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