Led's Generic Weapon Mod (UPDATED! April 12 2022)

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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby Samarai1000 » Sat Oct 08, 2016 7:33 pm

Ah, alright. Awesome! Can't wait for them.
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby Gamer With Dignity » Sat Oct 08, 2016 10:13 pm

I'm making a projectile bullets mod. Would it be okay with youif I added support for this mod too?
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby LedIris » Sun Oct 09, 2016 4:07 am

Gamer With Dignity wrote:I'm making a projectile bullets mod. Would it be okay with youif I added support for this mod too?


Sure! Go right ahead. :) I think this mod would be pretty interesting with projectile bullets. :D
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby reaven » Tue Oct 11, 2016 11:54 am

Absolutely love this! Is there a way stepping on damaging liquid doesn't trigger the being hit with armor sound? Its kinda silly, although its not a huge deal. That and the plasma gun secondary fire; I think should have slightly bigger particles, would seem to give it stronger feel in my opinion.
I see myself using this mod a lot, thanks!
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby LedIris » Thu Oct 13, 2016 9:38 am

reaven wrote:Absolutely love this! Is there a way stepping on damaging liquid doesn't trigger the being hit with armor sound? Its kinda silly, although its not a huge deal. That and the plasma gun secondary fire; I think should have slightly bigger particles, would seem to give it stronger feel in my opinion.
I see myself using this mod a lot, thanks!


I'm not entirely sure how to remove the damaging-liquid-triggers-armor-sound thing. I do agree it is kinda silly :) I'll take another look at the railgun with the next update, maybe. :D
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby Armaetus » Thu Oct 13, 2016 1:10 pm

I'll see to check this out when I have a gaming desktop again. Does this affect enemies in any way?
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby Tapwave » Thu Oct 13, 2016 1:11 pm

LedIris wrote:there are no tracers, custom monsters or custom gore/effects system. All this mod does is replace weapons, and add enhancements to vanilla items.

No.
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Re: Led's Generic Weapon Mod (Updated 3rd October)

Postby Gamer With Dignity » Fri Oct 14, 2016 11:35 pm

Tapwave wrote:No.

Actually he's right.
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Re: Led's Generic Weapon Mod (Updated 20th October)

Postby LedIris » Thu Oct 20, 2016 2:17 pm

Updated! Sorry for the wait.
-Started to add some voxels in. I didn't want to delay the update for too long, so for now they are unfinished. You can toggle them ON/OFF in the options menu.
-If you play with modified barrels - I changed the timings of them so that they don't explode as soon as the explosion animation plays. Also, shooting at the barrel will cause it to produce bullet sparks.
-The bullet puff animation from the quick punch attack has been removed
-Changed the knockback for the quick punch attack without berserk (was a bit too far before)
-Changed the armor bonus sound - it is the same, but higher quality and slightly quieter
-The intensity of the pickup flashes for health and armor bonuses has been toned down a bit
-The rifle spawns slightly, slightly more frequently now
Enjoy! :)

EDIT: I just updated the file again to include some more voxels. (plasma rifle pickup sprite, shell box sprite & individual pickup shells) Big thanks to GAA1992 for those. :D
Last edited by LedIris on Thu Oct 20, 2016 4:05 pm, edited 1 time in total.
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Re: Led's Generic Weapon Mod (Updated 20th October)

Postby Dr_Cosmobyte » Thu Oct 20, 2016 2:27 pm

Yaaaaaaaay! May i abuse of your voxel cvars? Im planning about them for Lowtech Remake too... :D

EDIT: It's not by ACS! O_o

Just a line! Hah, that's cool. May i copy that line? :lol:
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Re: Led's Generic Weapon Mod (Updated 20th October)

Postby LedIris » Thu Oct 20, 2016 2:46 pm

GAA1992 wrote:Yaaaaaaaay! May i abuse of your voxel cvars? Im planning about them for Lowtech Remake too... :D

EDIT: It's not by ACS! O_o

Just a line! Hah, that's cool. May i copy that line? :lol:


Sure. Go ahead! :lol:
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Re: Led's Generic Weapon Mod (Updated 22nd October)

Postby LedIris » Sat Oct 22, 2016 11:31 am

Updated again!
-All health, weapon and ammo items now have voxels
-Reloading with pistol & rifle when on full ammo adds +1 round to the weapon
-Fixed a bug where interrupting the shotgun's reload sequence with alt-fire would cause strange behaviour
-The pivot points on the indivudal shell voxels have been fixed
-Terrain splashes no longer alert monsters
Have fun! :D
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Re: Led's Generic Weapon Mod (Updated 25th October)

Postby LedIris » Tue Oct 25, 2016 7:27 am

File updated!
-Some weapon animations have been modified. To be specific:
Pistol's firing animation is smoother
Super Shotgun's reload is slightly smoother
Minigun's reload has more "weight" added to it
-Voxels have been added for the four shell pickup if you play without the individual shell system
-ACS scripts inside have been redone - scripts now use NamedWithExecute so as not to conflict with map scripts
-Zombieman, Shotgun Guy and Chaingunner now use the same weapon sounds as the player

Edit: I also quickly fixed a problem with the Green Armor voxels spinning on one frame but not the other. Also, medikit, stimpack and berserk voxels no longer spin
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Re: Led's Generic Weapon Mod (Updated 25th October)

Postby Dr_Cosmobyte » Tue Oct 25, 2016 8:14 am

If I'm not mistaken, the mini stimpack has no voxel. Woykd you like me to do one for you?
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Re: Led's Generic Weapon Mod (Updated 25th October)

Postby LedIris » Tue Oct 25, 2016 8:18 am

GAA1992 wrote:If I'm not mistaken, the mini stimpack has no voxel. Woykd you like me to do one for you?


Sure! It would be a nice addition to the mod. :) Thanks! :wub:
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