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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
[img]what%20he%20said[/img]


OMIGOD DARKSTORM IS COMING BAAAAACK.


Mon Apr 04, 2011 6:08 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
i dont get it what does that mean


Mon Apr 04, 2011 6:47 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Lua directly on guns, instead of on the actor or on the bullets.


Mon Apr 04, 2011 6:51 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
that sounds cool but what could you achive with it

because i have no idea what it is : P


Mon Apr 04, 2011 6:54 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I could make guns do things. Amazing things. Thinks you couldn't even dream of. Switchable fire modes, ammo types, attachable accessories, and much more all easily doable and all switchable/adjustable mid-game (as opposed to only when buying) without wonky hacks. It's pretty much everything I've been waiting for. Once I'm through, several weapons should have dual mags allowing you to load and easily switch between two different ammo types.

Now, I wonder if this means lua will work on all attachables, or only firearms. It'd be nice if it worked on all attachables, but I'll take just firearms if that's all it is. I mean, that opens up MOST of the functionality I wanted anyway.

♥♥♥♥, I might start doing a bit of preliminary editing tonight just so I can focus entirely on weapon scripting once the new build comes out... whenever that is. Regardless, there are some things I wanted to adjust, such as fooling with the JointStiffness or whatever.

Here's a question: anybody have any idea what alternate ammo types for the laser weapons would be like? I honestly have no clue what a different kind of laser might look like, if anything. I guess there could be more expensive "high efficiency" versions of ammo, but that's it.

Also, I'm going to start updating the bottom of the first post (the "Things to Do" section) with anything that comes to mind, so keep an eye out there for what to expect. I might hold off on the new intermediate rifle for now until I can do direct firearm scripting, but other things on there are fair game.


Mon Apr 04, 2011 7:03 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
gauss which uses impact

lightning which penartrates armour if they are grounded

plasma owns unarmoured but sucks against armour

heat or meltar burns through armour but does not do much damage

as well as your generic emp rounds or flashbangs that do the same as emp but just to humans


Mon Apr 04, 2011 9:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
A good type of lazor you can add is this:

An sustained beam that superheats what ever it touches. So the target can either expand and explode or just catch on fire and die from fire dmg and lazor dmg.

Alternatively one that disrupts visual-spatial senses, causing the target to sever the target's ability to move/shoot.


Mon Apr 04, 2011 9:01 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I say have the lasers replace the lens/focuser or whatever, rather than the ammo.
But different laser types...
  • Red laser that sets air on fire (frequency that is very good at exciting hydrogen), but little direct damage.
  • Leon's idea for the disable laser.
  • Lesser electrolaser? Many fast shots that stun for a short period each.
  • Flash that is very short range, but very potent. AKA laser shotgun.


Mon Apr 04, 2011 11:21 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
As Torrent just mentioned: the problem with all these suggestions is that they would require a change in the construction of the laser guns themselves, not the ammunition (which is essentially just a raw power source that allows the guns to function).

I suppose this proves that there won't really be differing ammo types for the lasers. But, the notion that maybe there's other exchangeable parts is interesting. Like maybe you can slap an electrolaser attachment onto any of the laser-type weapons, among other things. It's just that they draw power from the same source, meaning some of the laser's actual power is lost in exchange for whatever secondary effect is applied. But also those secondary parts might also be easily enabled and disabled. Oh the possibilities...

That's a negative on the laser "shotgun" though. Or at least, on the notion that it'd magically be more powerful somehow. Instead it'd just spread the damage around for when you need to do such a thing. If I even do that.


Tue Apr 05, 2011 12:00 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Would the separate lua for the guns help with this problem or is the ammo still going to cause a problem?


Tue Apr 05, 2011 8:41 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
If you're still using the EPFCGs for the laser ammo why not swap out barrel arrangements instead? Laser AR -> Laser Shotgun when shot through a series of mirrors and prisms.

Bring the mortar functionality back in one of the grenade launcher ammos


Tue Apr 05, 2011 8:49 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
A firing mode that uses all the lasers ammo and does damage proportional to the amount remaining. Possibly with some penalties.


Tue Apr 05, 2011 9:16 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The twitter update with the modifiable pie menu is also pretty useful to you.
And for lasers, it might work alright to have ammo that is of a higher power, but must be fired slower to accommodate time required to cool the weapon.


Tue Apr 05, 2011 2:42 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Oh... oh man. Overheating guns. I could do that too. Ahahahaha...

Also I'm starting to realize that shotguns in this game are always going to be overpowered. It's what inevitably happens when most guns do one or two wounds per shot and shotguns do way more. Buckshot really isn't that strong! And it'd be kind of weird to figure out how the power of a single laser that normally does one wound of damage can suddenly split into 6 beams that do six wounds of damage all together.

It'd be nice if this game had variable wound severity depending on how deeply projectiles penetrate or how big of a hole they blow open, or something.


Tue Apr 05, 2011 2:49 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I guess you could try to balance shotguns by making them spread in the z axis, but that's a rather inelegant solution. Otherwise, you might just put them at low velocity and make them stop people moving towards you.


Tue Apr 05, 2011 3:40 pm
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