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[WIP]Telekinetic Wielder - Updated! http://45.55.195.193/viewtopic.php?f=61&t=15917 |
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Author: | Kyred [ Sat Jul 18, 2009 9:35 am ] |
Post subject: | [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=0 This 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: Fix issue with weapons getting stuck in ceilings. Add sprite effects. Make mode changing and weapon dropping rebindable. Updated Version: Now with Full Documentation. Attachment: Old version: Attachment: 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. |
Author: | Inuyashe [ Sat Jul 18, 2009 9:58 am ] |
Post subject: | 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. |
Author: | Roon3 [ Sat Jul 18, 2009 10:05 am ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
Poor clone, his gun turned on him... Very well done. Make the gun glow blue when psy-wielded. |
Author: | 411570N3 [ Sat Jul 18, 2009 10:13 am ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
Should be fairly easy. Kyred wrote: The script runs on an MOPixel Also, does this work with both mouse and keyboard control types as well as gamepads, etc.? |
Author: | Kyred [ Sat Jul 18, 2009 10:37 am ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
411570N3 wrote: Should be fairly easy. Kyred wrote: The script runs on an MOPixel Also, does this work with both mouse and keyboard control types as well as gamepads, etc.? 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. |
Author: | Roon3 [ Sat Jul 18, 2009 11:24 am ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
Do you need a sprite for it? |
Author: | Raintail99 [ Sat Jul 18, 2009 12:39 pm ] |
Post subject: | 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. |
Author: | Winterous [ Sat Jul 18, 2009 1:29 pm ] |
Post subject: | 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. |
Author: | Raintail99 [ Sat Jul 18, 2009 2:42 pm ] |
Post subject: | 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. |
Author: | 411570N3 [ Sat Jul 18, 2009 3:18 pm ] |
Post subject: | 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. |
Author: | Roon3 [ Sat Jul 18, 2009 3:28 pm ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
Droping an activated weapon keeps it activated. |
Author: | nnninja [ Sat Jul 18, 2009 4:27 pm ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
This is awesome, now we can finally triple wield! |
Author: | Grif [ Sat Jul 18, 2009 5:08 pm ] |
Post subject: | 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. |
Author: | piipu [ Sat Jul 18, 2009 5:25 pm ] |
Post subject: | Re: [WIP]Telekinetic Wielder - Beta Release |
EyePos is basically the position of the head. Raycasting is the only viable solution. |
Author: | Grif [ Sat Jul 18, 2009 5:28 pm ] |
Post subject: | 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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