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Hamjuice
Joined: Wed Jan 27, 2010 11:38 pm Posts: 36
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TriGun and BiTool v2
http://i786.photobucket.com/albums/yy14 ... 1266107533The TriGun is a powerful, versatile weapon capable of three firing modes - rapid, spread, and blast. Rapid resembles a machine gun, spread resembles a shotgun, and blast resembles a sniper rifle. The modes can be switched by opening the pie menu and selecting Gold Dig AI, as seen below. Rapid - fast firing mode. Spread - wide fan mode. Blast - accurate mode. http://i786.photobucket.com/albums/yy14 ... 1266107533The BiTool is a useful, multi-purpose weapon capable of two utility modes - cut and fill. Cut mode digs through all substances very quickly except steel, which it cannot pierce. Fill mode fires a wide hose of wet cement to fill in holes very quickly. The modes are also cycled through with the Gold Dig AI in the pie menu. Cut - quick digging mode. Fill - fast filling mode. Credits Hamjuice - designing the majority (at least 95%) of the mod. CaveCricket48 - providing the multi-fire-mode template and giving support and guidance. Mind - fixing the .rte issue.
Attachments:
File comment: v2
TriGun.rte.rar [660.32 KiB]
Downloaded 781 times
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Sun Feb 14, 2010 1:41 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: TriGun and BiTool v2
I was expecting a Vash sprite and some pistols!
My only real complaint is the look of the TriGun is a little too monotone, and although it appears to be an energy weapon, it still ejects multiple bullet casings.
I will download and test it further.
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Sun Feb 14, 2010 1:45 am |
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Hamjuice
Joined: Wed Jan 27, 2010 11:38 pm Posts: 36
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Re: TriGun and BiTool v2
I'll likely change all the weapons to make clouds of smoke like the BiTool. I also will have to find some way to clean up the sprite. I am no good at scratching.
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Sun Feb 14, 2010 1:49 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: TriGun and BiTool v2
Wow. Very, very nice. Kudos to you. Is it possible to make alt fire for grenades? If so, will you consider making a Bi-Nade? Like Frag & Concussion? Or something like that... And I agree with Lfow, you might want to change it to eject a single battery case once you reload.
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Sun Feb 14, 2010 4:11 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: TriGun and BiTool v2
Make a UniShield that shields.
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Sun Feb 14, 2010 4:27 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: TriGun and BiTool v2
Lol, the point of that? Or a Bi-Shield that has Strong Regular Shield, or Weak Reflective shield.
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Sun Feb 14, 2010 4:49 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: TriGun and BiTool v2
I think we have a new great modder. Keep up the good work!
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Sun Feb 14, 2010 10:18 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: TriGun and BiTool v2
Do you need to improve the gun sprites, make them more individual... change 1 pixel isn't enough for one player chance. Azukki wrote: Make a UniShield that shields. XD... stop purposing weird things, some day I wouldn't know what are you talking...
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Sun Feb 14, 2010 10:54 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: TriGun and BiTool v2
It would be neat to have a shield that you could (via gold dig) manually repair (replace) on the field at the cost of several seconds without using it. (or any other devices maybe even?)
It would kinda bring the whole "jump behind cover and wait 5 seconds for blood to fall off your face" gameplay mechanic to CC in lesser way.
Only complaint on the mod is how generic the devices' modes are. But that does make them the most functional, though. Maybe you should restyle them to fit with the tradestar pistol and rifle. Being available to everyone, it would be fitting, and it would make their place in CC better defined and justified, y'know? Not that that has often been seen as a problem is CC modding. But it's something you may want to consider.
Oh and mode switching still doesn't work when the devices are bought from the bunker building stage. I suppose I shouldn't repeat myself and make this mistake again though, since last time I helpfully commented on this issue my post was specifically chosen to be deleted after much deliberate thought.
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Sun Feb 14, 2010 11:52 am |
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Hamjuice
Joined: Wed Jan 27, 2010 11:38 pm Posts: 36
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Re: TriGun and BiTool v2
I am definitely going to be working on other multi-purpose weaponry, the next of which to be an explosives pack. A shield pack is also likely. About spriting, well, I'm not particularly good, but I'll give it my best to make it look Trade Star-ish.
To Azukki, I am going to try to figure out why it doesn't work when placed. Your comment wasn't deleted specifically, it was collateral to clean up the thread of other banter.
Expect an update with new sprites soon!
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Sun Feb 14, 2010 1:29 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: TriGun and BiTool v2
Azukki@: Simply brilliant, like tabbing so fast as you can two keys to repair it in combat I would surely try that shield if someday comes playable. Hamjuice@: PM me for spriting tips
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Sun Feb 14, 2010 2:30 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TriGun and BiTool v2
This mod could really use some more spice in form of cool firing effects, more effective shots and better sprites. Its horribly boring now.
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Mon Feb 15, 2010 12:15 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: TriGun and BiTool v2
Your just a constant downer, huh?
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Mon Feb 15, 2010 2:02 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: TriGun and BiTool v2
Sakiskid wrote: Your just a constant downer, huh? no, he's experienced
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Mon Feb 15, 2010 3:19 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: TriGun and BiTool v2
Hamjuice wrote: Your comment wasn't deleted specifically, it was collateral to clean up the thread of other banter. coughcoughsarcasmcoughsubtleironiccriticismofadministrationpracticescoughcoughclearthroat numgun has a point though, the current style is a little bland, especially for being it's own style. That's part of why I was suggesting tradestar style, so it would avoid being generic in it's own way, thus without a foundation to firmly sit on... If that makes sense. (it doesn't)One particular point, I suggest faster 'bullet' speed on blast mode. 100 m/s is a little slow for a sniper, even considering CC's retarded sense of ballistic velocities.
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Mon Feb 15, 2010 7:32 am |
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