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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Bolter mod (V1.10)
Hi everybody, I tried to make a realistic bolter from Warhammer 40K: This is an automatic weapon firing self propelled explosive rounds, the sprite is far from perfection but I think the gameplay is very good. No known bugs, please report any problem; I may update this mod with new weapons. Enjoy. Here is a little picture: Attachment:
bolter.jpg [ 158.91 KiB | Viewed 11848 times ]
And here is the mod: Attachment:
File comment: Includes the inferno bolter
BolterV1.10.rte.rar [10.03 KiB]
Downloaded 458 times
Attachment:
File comment: Now with resprited magazine
BolterV1.01.rte.rar [7.78 KiB]
Downloaded 285 times
Last edited by Mehman on Sat Mar 27, 2010 12:45 pm, edited 5 times in total.
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Thu Mar 25, 2010 7:50 pm |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: Bolter mod
I like the way you used 'realistic' and 'bolter' in the same sentence
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Thu Mar 25, 2010 7:51 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Bolter mod
I meant a bolter that really fires self propelled explosive rounds, some already released were just "super MGs"
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Thu Mar 25, 2010 7:55 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Bolter mod
If you plan on getting spriters to help out and/or modify the pack, then post your mod here: viewforum.php?f=1If you plan on probably not getting motivated enough to finish this, then post it here: viewtopic.php?f=61&t=16863 Mod Releases is not for one gun mods, however. Also, the picture posted hardly gives an accurate idea of what the gun is/does. Post an animated GIF of an actor with the gun shooting another actor. If you don't know how to create an animated GIF from CC, go here: viewtopic.php?f=4&t=14922
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Thu Mar 25, 2010 8:19 pm |
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XxMegamanxX
Joined: Thu Nov 19, 2009 8:43 pm Posts: 43
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Re: Bolter mod
I like the fireball in the picture
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Thu Mar 25, 2010 10:54 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Bolter mod
Crop the screenshot next time, that presentation doesn't really cut it. And ignore what LFOW said about not releasing a mod if its a single gun, because thats just bs. If a modder made a mod that consist of a single weapon and its well done, and the creator actually wants to get some feedback for it then ♥♥♥♥ yes post it in mod releases. You will not get any feedback in the mod dump, I can assure you that.
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Thu Mar 25, 2010 11:46 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Bolter mod
numgun wrote: Crop the screenshot next time, that presentation doesn't really cut it. And ignore what LFOW said about not releasing a mod if its a single gun, because thats just bs. If a modder made a mod that consist of a single weapon and its well done, and the creator actually wants to get some feedback for it then ♥♥♥♥ yes post it in mod releases. You will not get any feedback in the mod dump, I can assure you that. this. but try not to spam with one gun threads, if your making lots of one small mods, do us a favor and put them in a nice little pack. it makes them look much better.
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Thu Mar 25, 2010 11:52 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Bolter mod
Mehman wrote: ...super MGs On the contrary, I am making an Ultramarines mod ( ),and I made a new material that almost perfectly emulates explosive rounds.
Attachments:
File comment: if Photobucket doesn't appear:
Scales.bmp [10.6 KiB]
Not downloaded yet
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Fri Mar 26, 2010 12:18 am |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: Bolter mod
I thought you weren't going public with it, Joe...? Yet?
Well, now the cover's blown; Joe's Ultramarines are... Interesting, to say the least >.>
In any case this rifle is kind of like a MDC Rocket Rifle (Goes boom on contact, ect.) but it kind of has its own feel to it... And an absurd magazine.
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Fri Mar 26, 2010 1:32 am |
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Eviltebor
Joined: Sun May 31, 2009 6:49 pm Posts: 69
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Re: Bolter mod
What you want is for it to actually penetrate the target, then after a short delay explode. That could even take out heavily armoured things and would be a bit different.
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Fri Mar 26, 2010 6:55 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Bolter mod
Eviltebor wrote: What you want is for it to actually penetrate the target, then after a short delay explode. That could even take out heavily armoured things and would be a bit different. I would gladly do that if I knew how to do it, if anyone knows how to, please tell me.
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Fri Mar 26, 2010 6:38 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Bolter mod
Only MOPixels can penetrate actors and terrain in the way Eviltebor described. The good news are there exists a hack to make MOPixels act as if they were explosive:
Attach a scrip to the MOPixel and in the Destroy function you spawn and gib an explosive at the same position as the MOPixel. This will not work 100% of the time since CC does not always allow spawning MOs in the Destroy function, but the player will probably not notice.
The smoke and fire effects of the rocket can be simulated in the script's Update function by spawning an appropriate particle every update.
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Fri Mar 26, 2010 8:15 pm |
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