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Sarge's Bonus Pack
http://www.runestorm.com/forums/viewtopic.php?f=75&t=74625
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Author:  Sergeant Kelly [ Thu May 29, 2008 5:58 pm ]
Post subject:  Sarge's Bonus Pack

Still under construction and looking for suggestions.

Now with bonus pictures. ;)


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Author:  Kaboodles [ Thu May 29, 2008 6:11 pm ]
Post subject:  Re: Sarge's Bonus Pack

A scope on the SMAT

Author:  Sergeant Kelly [ Tue Jun 03, 2008 9:05 pm ]
Post subject:  Re: Sarge's Bonus Pack

A scope would make it into an insanely over-powered sniper rifle, and it's already over-powered as it is.

However, I'm thinking of changing the AH104 to a .600 HE-AP caliber instead of a .50 AE. Does anyone know how to change the bullet impact so that it spawns a small decorative explosion without using projectiles?

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Author:  Kaboodles [ Tue Jun 03, 2008 9:40 pm ]
Post subject:  Re: Sarge's Bonus Pack

Sergeant Kelly wrote:
A scope would make it into an insanely over-powered sniper rifle, and it's already over-powered as it is.


Not at all. You can give it a non-magnifying scope, or limit its magnification to maybe 2x. You can also give it large AimSpread values by default, and decrease them in the SetScopeBehavior function, as I've done in my mod, to decrease its accuracy while unscoped.

Sergeant Kelly wrote:
However, I'm thinking of changing the AH104 to a .600 HE-AP caliber instead of a .50 AE. Does anyone know how to change the bullet impact so that it spawns a small decorative explosion without using projectiles?
You'll have to create special ImpactEffects and ImpactManager (IE_x and IM_x) classes for the weapon, and add the explosive emitters to the ImpactEffects class.

.600 caliber rounds eh? Sounds wrist-breaking.

Author:  Sergeant Kelly [ Tue Jun 03, 2008 10:03 pm ]
Post subject:  Re: Sarge's Bonus Pack

Kaboodles wrote:
Not at all. You can give it a non-magnifying scope, or limit its magnification to maybe 2x. You can also give it large AimSpread values by default, and decrease them in the SetScopeBehavior function, as I've done in my mod, to decrease its accuracy while unscoped.

The problem with a scope, and the reason why I've removed it, is that with one the weapon is simply a G5 with a different projectile. I'm trying to make the SMAT as different as I can while still keeping the basic functionality.
Kaboodles wrote:
You'll have to create special ImpactEffects and ImpactManager (IE_x and IM_x) classes for the weapon, and add the explosive emitters to the ImpactEffects class.

Thanks, I'll try this one out.
Kaboodles wrote:
.600 caliber rounds eh? Sounds wrist-breaking.

I've yet to see a .50 recoil like the AH104 does. :P

Author:  SHAD0Wdump [ Sun Jun 15, 2008 12:28 am ]
Post subject:  Re: Sarge's Bonus Pack

About those .600 rounds...

http://www.youtube.com/watch?v=9lzri8dn ... re=related

Author:  Sergeant Kelly [ Sun Jun 15, 2008 1:03 pm ]
Post subject:  Re: Sarge's Bonus Pack

Yup, that's a light target pistol firing .600 NE rounds. Heavier pistols don't recoil that much.

The AH104 has a large counter weight in the front and fires specialized HEAT rounds, so you won't have to worry about breaking your wrist ingame.

Author:  SHAD0Wdump [ Sun Jun 15, 2008 2:47 pm ]
Post subject:  Re: Sarge's Bonus Pack

The juggies could probably do snap shots with that thing using only one hand.

Do you think you could add some sort of special effects when you fire the gun?
Like a slight blur to make the kickback feel more devastating.

Author:  Bjossi [ Sun Jun 15, 2008 4:15 pm ]
Post subject:  Re: Sarge's Bonus Pack

Why blur? A partial loss of hearing would make more sense, guns tend to make quite the noise when fired.

Author:  SHAD0Wdump [ Sun Jun 15, 2008 4:22 pm ]
Post subject:  Re: Sarge's Bonus Pack

Blur as more of a jarring effect due to the recoil,but deafening sounds nice too.
Also perhaps a sudden jerk up with the view would really sell this as a beast of a gun.

Author:  Bjossi [ Sun Jun 15, 2008 4:28 pm ]
Post subject:  Re: Sarge's Bonus Pack

Sending the view flying might work. Actually, that would be pretty fun for all the guns; instead of applying inaccuracy/recoil to the gun fire, the guns will have pinpoint accuracy but the view will move around instead to create the inaccuracy/recoil.

This is kind of hard to explain. Games like FEAR used this method quite a bit.

Author:  SHAD0Wdump [ Sun Jun 15, 2008 4:30 pm ]
Post subject:  Re: Sarge's Bonus Pack

Actually there is already another pack out there that does that,starts with a R.(forgot the name)
I much prefer runestorm's method,but throwing these little additions in would make this gun rock.

Author:  Bjossi [ Sun Jun 15, 2008 4:34 pm ]
Post subject:  Re: Sarge's Bonus Pack

The smallest things can make the biggest changes. 8-)

Author:  Captain Xavious [ Sun Jun 15, 2008 9:39 pm ]
Post subject:  Re: Sarge's Bonus Pack

I beleive a system like the one Bjossi mentioned can actually be used in BW. You need to adjust the view inaccuracy/choas sliders to one end or the other to do this, I think. Not sure which end you gotta put it in though.

Author:  Sergeant Kelly [ Mon Jun 16, 2008 12:56 am ]
Post subject:  Re: Sarge's Bonus Pack

Beta testers should have access to Private Test Beta 6. Check PM's.

Happy bug hunting! :)

Author:  Sergeant Kelly [ Fri Jul 04, 2008 11:18 pm ]
Post subject:  Re: Sarge's Bonus Pack

I have an idea! :idea:

Instead of wasting a crapload of time looking for animators, I'm going to give the M30A2 a battery in place of the standard grenade launcher and ditch the M30 altogether. That way, I won't have that ugly floating hand and I'll be able to release ahead of schedule.

Perhaps I could keep the M30 by adding an underslung shotgun (see masterkey http://www.impactguns.com/store/media/kmc_masterkey.jpg), but my previous attempts at coding one in have all failed.

Author:  OCAdam [ Sat Jul 05, 2008 8:47 am ]
Post subject:  Re: Sarge's Bonus Pack

You can try an underslung shotgun by simply changing the fire type of the secondary to that of the M763. Just copy paste and change references! Oh, and don't forget to add in bits of M900 code that would be needed. I can also try my hand at this soon. So... two man team!

Author:  SHAD0Wdump [ Sat Jul 05, 2008 6:35 pm ]
Post subject:  Re: Sarge's Bonus Pack

Ooh,great idea... A gun that shoots a shotgun which in turn randomly shoots shotgun shells.

Genius!

Author:  Sergeant Kelly [ Sat Jul 05, 2008 7:20 pm ]
Post subject:  Re: Sarge's Bonus Pack

Uhh, no. :p

Anyway, here's a picture of the battery so far.

Attachment:
M30Battery.jpg


Does anyone know how to get rid of those darn masked texture lines?

Attachment:
Untitled-2.jpg

Author:  Kien [ Sun Jul 06, 2008 6:03 am ]
Post subject:  Re: Sarge's Bonus Pack

Wow that gun look interresting! What will the battery thing do??

Author:  Sergeant Kelly [ Sun Jul 06, 2008 1:26 pm ]
Post subject:  Re: Sarge's Bonus Pack

It's the power supply for the weapon's miniature magnetic accelerator. 8-)

The secondary fire mode of this baby is a gauss-sniper shot.

Author:  OCAdam [ Sun Jul 06, 2008 2:46 pm ]
Post subject:  Re: Sarge's Bonus Pack

Sergeant Kelly wrote:
It's the power supply for the weapon's miniature magnetic accelerator.

The secondary fire mode of this baby is a gauss-sniper shot.


Is this some idea you perhaps got from my OCAdam's M806A2 and OCAdam's S-AR12?

Author:  Kien [ Sun Jul 06, 2008 4:09 pm ]
Post subject:  Re: Sarge's Bonus Pack

Sergeant Kelly wrote:
It's the power supply for the weapon's miniature magnetic accelerator.

The secondary fire mode of this baby is a gauss-sniper shot.

What does that do mr Doom sergeant?

Author:  Sergeant Kelly [ Mon Jul 07, 2008 11:12 pm ]
Post subject:  Re: Sarge's Bonus Pack

OCAdam wrote:
Is this some idea you perhaps got from my OCAdam's M806A2 and OCA S-AR12?


Nope, every weapon in this pack that was made by me was brainstormed and idealized a long, long time ago back in 2006. The only exceptions are a secret weapon made by our very own Captain Xavious and the A73B, which I made when BW Gold came out and was influenced by Kaboodles back in private beta 4. :P


And the M30A2's secondary gauss fire will blow Kien's head right off his shoulders. 8-) Headshot means instant death.

Author:  SHAD0Wdump [ Tue Jul 08, 2008 2:23 am ]
Post subject:  Re: Sarge's Bonus Pack

Gauss?

YES!I love High velocity stuff.

Author:  Kien [ Tue Jul 08, 2008 2:28 am ]
Post subject:  Re: Sarge's Bonus Pack

:<

Author:  Sergeant Kelly [ Sun Jul 13, 2008 7:21 pm ]
Post subject:  Re: Sarge's Bonus Pack

I've managed to transfer the files from my old hard drive and now, aside from the Elite A73E which got corrupted, everything is back in working order.

My old computer's hard drive, the one with this mod on it, isn't responding.

Progress has effectively been halted.

Author:  OCAdam [ Sun Jul 13, 2008 9:59 pm ]
Post subject:  Re: Sarge's Bonus Pack

So, how can you get progress back on track?

Author:  Kaboodles [ Mon Jul 14, 2008 1:54 pm ]
Post subject:  Re: Sarge's Bonus Pack

Sergeant Kelly wrote:
Anyway, here's a picture of the battery so far.

M30Battery.jpg

Late to the party, but this is genius.


Sergeant Kelly wrote:
Does anyone know how to get rid of those darn masked texture lines?

Untitled-2.jpg

Probably not. Your best option here would be to just keep the tarp and color it brown or something.


Sorry about your computer problems. It's partly the reason I decided to upload that update to my own mod, to make sure this stuff doesn't happen.

Author:  James [ Sun Jan 29, 2012 6:15 pm ]
Post subject:  Re: Sarge's Bonus Pack

Any chance ol James can get on the january v10 release? Saw the post over on moddb, lookin sexy!

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