Dual-Wielding weapons

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Expand view Topic review: Dual-Wielding weapons

by Apothem » Fri Aug 26, 2005 10:21 pm

DoomRater wrote:I see.

I just want to build a weapon where the left and right weapons do not interfere with each other is all. But I need a flash state for the altfire to pull it off.
Yeah, What I'm trying to pull is 100% real dual weaponry. And the only way to really do that is to well... I'm not telling because i want to do it first :P Expect me to show off some kind of product within the near future.

by DoomRater » Fri Aug 26, 2005 10:14 pm

I see.

I just want to build a weapon where the left and right weapons do not interfere with each other is all. But I need a flash state for the altfire to pull it off.

by Apothem » Fri Aug 26, 2005 10:11 pm

DoomRater wrote:ACS? Why use ACS?

I'm sure some hack can be done with just plain DECORATE weaponry. In order for me to pull it off right however I'll need AltFlash states.
ACS because of the fact you want to mix and match your weapons right? The concept i'm going to be playing with will enable you to mix any of your decorate weapons with eachother.... Still figuring out all the little minor details to get it all working..

by DoomRater » Fri Aug 26, 2005 9:58 pm

ACS? Why use ACS?

I'm sure some hack can be done with just plain DECORATE weaponry. In order for me to pull it off right however I'll need AltFlash states.

by Apothem » Fri Aug 26, 2005 9:20 am

Well, Lemme take a stab at it with just plain ACS and we'll see what we can do from there, because i've been planning on playing around with this concept with ACS and the assignment of a acs_execute special to alt-fire... So gimmie a few days to finish vehicles, and I'll see if i can at least create something like this with ACS....

by Graf Zahl » Fri Aug 26, 2005 3:42 am

killingblair wrote:
Graf Zahl wrote:The biggest problem is that the entire game code assumes that the player can only hold one weapon. That alone makes it very non-straightforward to change.
However, if you 'Duel Weild' weapons, that could just count as one weapon, thats right, to trick the .exe into thinking 2 guns = 1 gun. Though I'm not sure how to do this, I'll probably think of a way.

But this is not 'straightforward'. I never said it is impossible to implement dual weapons.

by Caligari87 » Thu Aug 25, 2005 9:52 pm

Inuyasha_989 wrote:Not to mention, having the Original weapons with specially coded new ones would look plain weird...
The original weapons don't have the +DUALWIELD flag, so they couldn't conflict unless someone used the sprites in a +DUALWIELD gun.

Pipe dreams, I guess. I'd love to see this implemented in the future, though.

8-)

EDIT: Cursed to post at the top of the page for eternity!

by Shadelight » Thu Aug 25, 2005 7:47 pm

Couldn't you just make the grenade not visible and make a sprite that shows the grenade being thrown with alt-fire?

by Inuyasha_989 » Thu Aug 25, 2005 5:31 pm

Not to mention, having the Original weapons with specially coded new ones would look plain weird...

by Cutmanmike » Thu Aug 25, 2005 5:22 pm

Seems like a bit too much hassle to code. Also it would be VERY awkward with weapons that don't look right when dual-wielded in the first place.

by Phobus » Thu Aug 25, 2005 2:53 pm

Well, with enough work, or limited weapon numbers, it'd be nice and easy to account for every weapon combo.

by Caligari87 » Thu Aug 25, 2005 2:49 pm

Phobus wrote:Can't you find a cheap hack version, like perhaps malking it so that you pick up the 'twin whatevers' which is actually just two sprites of the same gun or whatever.

The trick would be, that you use alt-fire to fire one gun's projectile, and the normal fire fires the other, therefore allowing faked seperate shots. What you couldn't do is fire both at the same time, unless you had a gun where normal fire fired just one, whilst alt-fire fired both. As a technicality you could use a script to tell when the player has two weapons. The script then gives the player the dual wield of it, as an example:

Player has SMG
Player then picks up a grenade launcher

Script knows this, and gives the player both weapons, plus the dual wield equivilant, perhaps in a special 'dual-wielding' slot?

normal fire utilises rapid fire SMG whilst altfire uses grenade launcher.

Hows that for a way round?
Great, except that it uses many duplicate sprites, and can't account for every possible combination without horrendous amounts of work. This was ment to be a flexable alternative to all that scripting and extra graphics, so that the player could use any two guns together.

8-)

by killingblair » Thu Aug 25, 2005 2:32 pm

Graf Zahl wrote:The biggest problem is that the entire game code assumes that the player can only hold one weapon. That alone makes it very non-straightforward to change.
However, if you 'Duel Weild' weapons, that could just count as one weapon, thats right, to trick the .exe into thinking 2 guns = 1 gun. Though I'm not sure how to do this, I'll probably think of a way.

by Phobus » Thu Aug 25, 2005 2:18 pm

All you'd have to do to utilise my suggestion is have some serious ACS and decorate skill. Then it should be easy ;)

by Shadelight » Thu Aug 25, 2005 2:16 pm

sounds cool! I approve of this idea!

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