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 A.R.C [Assault Recon Campaign v 1.1] - [W.I.P] 
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 A.R.C [Assault Recon Campaign v 1.1] - [W.I.P]
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Code:
... Loading

Load Successful

Beginning Dialogue on the Assault Recon Corporation...
---------------------------------------------------------

   Description: The Assault Recon Campaign is essentially a faction dedicated to removing the coalition or the whitebots.
   Currently, their affiliation with the dummies or ronin are unknown. However it is aware that the Assault Recon Campaign
   favour robotic soldiers along with a healthy mix of energy-based weaponry. Many of their weapons can fire either rapidly
   with low amounts of damage or slowly, with heavy amount of damage. For the Assault Recon Campaign weaponry, there
   is little middle ground. They will supply troops and weaponry for a price to any buyer, as long as their intentions do not
   interfere with the A.R.C's plan.
   
   Backstory: Little is known about the Assault Recon Campaign; they are rumored to be the humans that ventured into the
   sector Z1 - A9, otherwise known as the 'Abyss of the Universe'. Some eye accounts say that they look like they were once
   human, however they either have evolved or become mutated. Thier reasons for removing the Coalition and the Whitebots
   from the universe is unknown, thought it seems as if they are aiming for peace. As the whitebots and coalition seem to be
   combat on a day-to-day basis.

   Weaknesses, Strengths and Tactics: Typically, A.R.C strongholds are defended by several 'vindicator' turrets. These turrets have 200 rounds
   before the need to reload. Either burn all their clips as it takes them quite a while to reload or abuse the range of the turret.
   The turret can not fire directly up or down. It is also unable to move thus, easily remedied with a grenade or rocket launcher.
   It is advised that the soldiers stay out of sight of these turrets.

   The A.R.C weaponry as discussed before rely heavily of successive bursts of weak gun fire with strong artillery or sniper
   support. Thus, shields are effective against the light arms while avoiding the bombardments or sniper shots. The snipers
   of the A.R.C are slow to reload bolt types. However they can nearly kill any soldier instantly. Their energy based 'Blaze'
   energy rifle is strong however, it passes through soldiers, using this to your advantage can save your life. It is advised
   that either you avoid the projectile completely or run through it as fast as possible for minimum damage.

---------------------------------------------------------

Halt!...

... End of Dialogue, Program Terminated due to unknown external access.



Foreword: Anyway, I'm sure I've been forgotten in the sands of time. Releasing several polished small mods and (shamefully) having released at least 3 large mods of which lacked proper polish and coding. I do hope today however, that I may redeem myself. I present to you an arsenal of guns constructed or based off of my previous small mods. This also included ideas I never quite refined or felt like I had the experience to execute properly. This mod is full of aesthetical experiments and bear with me if the glows get out of hand (not whitty level however.).

Without further ado I present a glimpse into what is coming and what I currently have.

WEAPONRY

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A.R.C "Stinger" Pistol

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A low-power, cheaply mass produced pistol. Used for disposable infantry and as a sidearm.
Includes a off-hand version located within the 'shields' category.

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A.R.C "Piercer" Submachine Gun

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A reliable SMG to mow down your enemies! 12 round clip.
Quick to reload!

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A.R.C "Preforator" Burst Submachine Gun

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Does accurate bursts of 4 bullets.
20 Round clip = 5 bursts.

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A.R.C "Pepper" Shotgun

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Massive firepower.
However, a single round and a lengthy reload time balance it's power.

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A.R.C "Guardian" Shield

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A Firearm with attached armor plates.
Too heavy to hold with a single arm.

------------------

A.R.C "Bolter" Assault Rifle

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Shoots piercing rounds - fully automatic.
Every 4 rounds shoots a dual round.

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A.R.C "Aggravator" Battle Rifle

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Semi automatic Piercing rounds.
Laser bayonet, cuts through most materials with ease..

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A.R.C "Pinpoint" Sniper Rifle

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A high accuracy lightweight sniper rifle excelling at hitting vital/vulnerable parts.
Infamously used to knock enemy guns out of enemy hands.

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A.R.C "Impact" Slug Sniper Rifle

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A powerful sniper rifle using the force of blunt trauma to damage it's enemies.
More force the further away you are from the target!

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A.R.C "Vapor" Ion Laser

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Ultra hot ions are forced through a small tube in this weapon.
Due to it's over-heating problems it must eject heat sinks constantly.

------------------

A.R.C "Blaze" Laser Rifle

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Shoots a high powered energy coil.
Energy coil can bounce off walls, etc... Not recommended for close range combat in tight spaces!

------------------

A.R.C "Resonator" Shockwave

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Creates an energy shock wave which quickly dissipates.
Short range anti infantry weapon, very ineffective against armored units such as dreadnoughts.

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A.R.C "Surrender" Rapid Energy Mortar

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Creates a volley of High Powered energy Coils.
Energy coil can bounce off walls, etc...
PLEASE NOTE: You aim this weapon irregularly. The barrel will be the indicator of the trajectory rather than the sharp length. (Three yellow dots)

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A.R.C "Lo - bot - o - mizer" Ion Sniper Rifle

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Shoots a small focused volley of energy coils.

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TOOLS/UTILITIES

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A.R.C "Assimilator" Force Cutter

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This tool cuts through terrain - and enemies - like a hot knife through butter.

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A.R.C "Float" AntiGravity Device

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This device lowers your soldier's overall mass by 100.
Use for burgening backpacks for a lengthy and tough mission.
Do not drop this... It will cause untold misfortune.
Under 'shields'

------------------

ACTORS

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A.R.C "Vindicator" Heavy Defence Emplacement

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Has a 200 round machine gun for mowing down enemies.
Casings do not pile up as bullets are bolts of energy produced in a fusion coil.

------------------

A.R.C "Imperator" Light Recon

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Lightweight
Mask can sustain 10 headshots.
High Powered jetpack. However Torso and legs + arms are very fragile.
Prone position recommended, the mask will be an excellent shield.

------------------

Version History
___________________________________________

v 1.1 Released: June 9th

Notes:
- Added B27 metagame compatibility.
- Changed Module icon to match B27 factions.
- Added the following:
"Imperator", "Lobotomizer", "Surrender", and "Resonator"
- "Pepper" Buffed, gains, compensated by a slight debuff in range.
Attachment:
File comment: Version 1.1, First Actor introduced.
ARCv1.1.rar [371.46 KiB]
Downloaded 1827 times


v 1.0 [Initial] Released: May 23rd

- Following content was released:
"Aggravator", "Assimilator", "Blaze", "Bolter", "Float", "Guardian", "Impact", "Pepper", "Piercer", "Pinpoint", "Preforator", "Stinger", "Vapor", and "Vindicator"
Attachment:
File comment: Version 1.0, Initial Release.
ARCv1.0.rar [156.68 KiB]
Downloaded 721 times

___________________________________________

Credits
Contrary - Suggestions on sprites, gun ideas.
p3lb0x - Lobotomizer Glow code.
Community - Gun ideas.
Data - making CC, even though he takes some time to do so.
And you - For downloading!

___________________________________________


Last edited by dragonxp on Thu Nov 14, 2013 7:33 am, edited 8 times in total.



Wed May 23, 2012 7:44 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
Here's some ideas for some content:"Indicator"Light Recon A.R.C Trooper,"Protector"Heavy front of the line meat/thick armored shield(Heavy Soldier),"Buster"Drop pod,"Booster"Rocket,"Speeder"Drop shop,"Brawler"gunship,"Mauler"heavy tank,and "Lobotomizer"sniper rifle("Vapor" and "Pinpoint" mix).Weapons remind me of Mass Effect. :)


Wed May 23, 2012 9:46 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
good job man!
the mod looks nice and i agree partialy with DAME77.


Wed May 23, 2012 11:24 pm
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
DEM SPRITES, MAN
DEM SPRITES

I love them


Thu May 24, 2012 2:04 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
Whydoch wrote:
DEM SPRITES, MAN
DEM SPRITES

I love them


Thank you, as for the suggestions DAME, I do have a line of actors to be created.
I'll see about that sniper.


Thu May 24, 2012 7:42 pm
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
This mod looks great! Love the variety of weapons, each being unique, not 20 copies of 1 gun :D


Thu May 24, 2012 9:27 pm
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
Some small beefs:

- Aggravator: Nice, but using a dropship to pick up a soldier wielding this gun can lead to quite a mess. It cuts right into the ship during pickup.
- Vapor: Best looking weapon in my opinion but useless against brain casings, dreadnoughts, anything not fleshy (as far as I've tested it).
- Pinpoint: Or at least, I think it's the Pinpoint. You can refire the rifle while the reloading sound is still playing.
- Pepper: A dummy (sometimes) survives a direct shot. Maybe make it more powerful? It is short-ranged afterall.

Overall I don't really like the glowiness of all those emitters, but I can understand that this is just my own preference. :)

Enough whining. I really love the sprites. A unique-looking faction in the making. :) Keep it up!


Thu May 24, 2012 10:37 pm
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
I tried to get the vapor to be an almost anti-infantry weapon. Basically restricting the gun because its high accuracy and damage done to fleshy targets. I'm glad you noticed.

The pepper needs more fire power? Done. Expect damage in the next update!


Thu May 24, 2012 11:47 pm
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
The float being a shield is kinda annoying, I switched to my pistol once, the float got shot, exploded, and killed me instantly. Any way to change that?


Fri May 25, 2012 1:30 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
The aggravator can use lua to control the emitter. The player can control it by some keys and when it's dropped on the ground, it will automatically turn into closed state. Thus the emitter won't emit particles and it won't hurt people around.
besides, the aggravator's (and maybe some other weapons too) joint strength is a bit too low. I frequently see it being shot once and got dropped onto the ground.

The tool "force cutter" performs strangely on my computer: i cannot pick it up once it's dropped on the ground. don't know why.

several weapons' sprites are a bit too large compared with the size of normal actors, if you have plans to add large actors into ARC then it's OK.

and some of the sprites look too "thin", like "pinpoint" and "preforator".


Last edited by HoneyFox on Fri May 25, 2012 6:16 am, edited 1 time in total.



Fri May 25, 2012 3:25 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
DarthJawa wrote:
The float being a shield is kinda annoying, I switched to my pistol once, the float got shot, exploded, and killed me instantly. Any way to change that?


I can make it a grenade if you want. However throwing it also not recommended if i did.

HoneyFox wrote:
The aggravator can use lua to control the emitter. The player can control it by some keys and when it's dropped on the ground, it will automatically turn into closed state. Thus the emitter won't emit particles and it won't hurt people around.
besides, the aggravator's (and maybe some other weapons too) joint force is a bit too low. I frequently see it being shot once and got dropped onto the ground.

The tool "force cutter" performs strangely on my computer: i cannot pick it up once it's dropped on the ground. don't know why.

several weapons' sprites are a bit too large compared with the size of normal actors, if you have plans to add large actors into ARC then it's OK.

and some of the sprites look too "thin", like "pinpoint" and "preforator".


Force Cutter had to have HitsMO's disabled. This is because otherwise the weapon's actual damaging particles would not be blocked by the weapon itself.
The thin sprites were originally a bit thicker but they looked awkward as a result. However I can upload a fix for those who don't like it (I'll basically upload sprites you can replace the previous ones with). About the aggravator, my knowledge of Lua CC functions is bit limited. While I can understand the syntax, and can do basic scripts, I'm not entirely sure how to toggle emitters properly. Though I suppose i could do so with the pie menu or with the tap of the [shift key]. I'll look into it.


Fri May 25, 2012 5:56 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
dragonxp wrote:
Force Cutter had to have HitsMO's disabled. This is because otherwise the weapon's actual damaging particles would not be blocked by the weapon itself.
The thin sprites were originally a bit thicker but they looked awkward as a result. However I can upload a fix for those who don't like it (I'll basically upload sprites you can replace the previous ones with). About the aggravator, my knowledge of Lua CC functions is bit limited. While I can understand the syntax, and can do basic scripts, I'm not entirely sure how to toggle emitters properly. Though I suppose i could do so with the pie menu or with the tap of the [shift key]. I'll look into it.


Thanks.
I made a change of the force cutter and i adjusted the particle's fire velocity to 10 while increased its sharpness to 2000 and switched the HDFirearm's GetHitByMOs to 1.
Now it works and i don't see any problem. :P Don't know if that can be a fix.


Mon May 28, 2012 4:56 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
*Update

Added:

B27 Meta Game Compatibility
B27 Style ModuleIcon - This is just to make it match base factions.

Actor, ARC "Imperator" Light Recon

Gun, "Lobotomizer" Ion Sniper Rifle
Gun, "Surrender" Rapid Energy Mortar
Gun, "Resonator" Shockwave

Buffed, "Pepper", range decrease power increase.

Assorted numerous tweaks.


Sun Jun 10, 2012 1:10 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
I don't want to be rude, but I really did not liked the sprites of the Imperator... maybe it's just me?


Sun Jun 10, 2012 1:29 am
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Post Re: A.R.C [Assault Recon Campaign] - [W.I.P]
Joseh123 wrote:
I don't want to be rude, but I really did not liked the sprites of the Imperator... maybe it's just me?


Don`t worry, it`s mostly because Im terrible at animating so i didn`t want to do anything too detailed.

It`s does look stupid but it`s the best I could come up with. Thanks for the critique though, most people don`t post unless its praise.


Sun Jun 10, 2012 1:43 am
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