Search the Community
Showing results for tags 'weapons'.
This question addresses a feature I plan for my cyberpunk extension The Dark Module. It will eventually have an unified inventory, on which every item will be part of the same tool belt. I would like to know how I can combine weapons with item definitions, making them appear and be possible to select from the item browser. Basically I want to make the Blackjack / Sword / Arrows appear in the same inventory list as the Lamp / Compass / Lockpicks / Readables / etc: Just as you select the Lamp item and hit the "use" key to toggle the light, you could select the Sword item and hit the "use" key to select or holster the sword weapon. Obviously you can still activate weapons using their keybinds... although my mod will replace those with a customizable hotbar, which is what this feature is as a starting step for. Technical note 1: I'm aware that weapons are defined differently from player tools, using builtin idTech 4 entries of the form "def_weapon1 atdm:weapon_blackjack". This would obviously not change! What I believe I'm looking for is an additional definition per weapon, which separately creates an item entry for that weapon as well: When you pick up a weapon on the map, the player gets both the normal weapon entry as well as an inventory entry... this entry separately creates an item for that weapon in the player tools list, which activates its weapon when used. Technical note 2: Item dropping would have to be accounted for. If you select a Lockpick for instance, there is a key to hold the item in front of you then drop it to the ground. When doing this with a weapon, dropping the item should of course also unregister the weapon entry and make it unavailable. Obviously the weapon may not be selected while carrying its inventory entry as an item. What is the simplest and cleanest way to achieve this? Can I make the weapon definition register an item directly, or does that have to be a separate entity? If it's the later, how do I make it so that the weapon entity you receive from the map offers both the weapon definition and inventory item to the player simultaneously?
Long ago I started a thread about something I dream of doing in TDM at some point: A mod that introduces modern assets over the default steampunk setup... allowing for futuristic cities, scifi weapons, computers and keypads that can be hacked, security bots patrolling areas, etc. I ultimately aim to create a campaign in the spirit and atmosphere of the first DeusEx game. Needless to say the whole thing will require loads of new assets and special scripts, but in this thread I wanted to present the concept I've been putting together for the first part of my initiative: The weapon system. So obviously my plan is to first introduce a set of modern weapons, and replace the default ones with them. You can't have the hero sneaking around a futuristic city guarded by cyborgs while wielding a wooden bow The base idea is to have the generic types found in most games, such as a pistol / machine gun / shotgun / etc. When I initially put the concept together, I imagined them as plain weapons: Find models and sounds for each gun, make them shoot bullets, and we're done. But I later realized that this is wrong, because it would remove one of the most fun and emblematic features in TDM: The special arrow types. No more shooting water arrows at flames, no more moss arrows dampening noise, no more rope arrows to climb places, etc. The idea behind TDM is that weapons (namely the bow) don't exist only to shoot at enemies, but also to interact with the environment in various ways. So I next started wondering how futuristic guns could also take in the abilities of the special arrow types. Soon enough, the revelation came to mind: Why not turn the special arrows into special projectiles, and allow ammo type to be selected per weapon? The model I want to go with is basically this: There are various types of weapons, as well as various types of projectiles. The weapon determines the pattern and scale of the projectile(s), whereas the projectile type determines the actual effect. Various weapons can be used with various projectile types, like the shotgun shooting water shells or the grenade launcher shooting noise grenades. Ammo pickups themselves are weapon specific and per type, for example "mossy shotgun shells" or "water 9mm clip". A raw idea of the overall weapons, projectile types, and ammo types planned is this: Weapon - Pistol: Shoots a single projectile, with medium accuracy and medium refire rate.Weapon - Machine Gun: Continuous stream of projectiles with lower accuracy.Weapon - Shotgun: Throws multiple projectiles in bursts, low accuracy and low refire rate.Weapon - Sniper: Shoots a single projectile afar, high accuracy and low refire rate.Weapon - Thrower: Spews a continuous gas, covering large areas at close range.Weapon - Rocket Launcher: Shoots a large projectile that flies slowly through the air.Weapon - Grenade Launcher: Shoots a large projectile that bounces around a few times then explodes.Weapon - Mine Layer: Sticks a projectile to the wall, which explodes when someone gets close.Weapon - Crossbow: Shoots a small projectile that behaves as an arrow. Projectile - Normal: Simple projectile that deals damage on impact (normal arrow).Projectile - Water: Spews water on impact (water arrow).Projectile - Fire: Explodes into flames on impact (fire arrow).Projectile - Gas: Releases poisonous gas on impact (gas arrow).Projectile - Moss: Throws moss around on impact (moss arrow).Projectile - Noise: The projectile remains still and causes noise on impact (noise arrow).Projectile - Rope: Creates a rope which can be used to climb (rope arrow).Projectile - Light: Creates a bright flash that temporarily blinds enemies (flash grenade).Projectile - EMP: Disrupts electronic devices such as bots / turrets / cameras / computers (new concept). Ammo - Bullets: Used by: Pistol, Machine Gun, Shotgun, Sniper. Can be: Normal, Water, Fire.Ammo - Gas: Used by: Thrower. Can be: Water, Fire, Gas, Moss.Ammo - Explosive: Used by: Rocket Launcher, Grenade Launcher, Mine Layer. Can be: Water, Fire, Gas, Moss, Noise, Light, EMP.Ammo - Arrow: Used by: Crossbow. Can be: Normal, Water, Fire, Gas, Moss, Noise, Rope, Light, EMP.Hopefully you can see what I'm trying to do here: Each weapon can shoot projectile categories that make sense with its pattern. For example: Water bullets are a semi-realistic concept, although rope mines don't make any sense... and noise grenades fit well, whereas noise gas would be plain silly. The crossbow is a visual replacement of the current bow, shooting the existing arrows as they are. Difficulty wise, implementing this might not be as hard as it can seem: The projectile impact effects are are already there, such as spawning a water burst that puts candles out. Each weapon will also use a single model and base texture... the color of a light or a symbol on its ammo display will indicate the type of ammo loaded in. From here it's just defining the weapons and projectile patterns themselves. With maybe an extra new feature: The ability to change ammo for the same weapon definition, since (unlike the current arrows) we can't define an entire weapon for each combination! I'd first like to know what you think of this idea, if you see it working out, and if you'd be interested in using such a weapon mod... if not let me know what you think I could change to make it better! I'm also curious if anyone is interested in helping implement this, since considering I never scripted in TDM / idTech 4 before it might take a while for me to get things rolling on my own.
TDM contains three weapons: The blackjack, the sword, and the bow. Since the main focus is stealth rather than combat, and each weapon has its well defined purpose, I believe this is a good setup which shouldn't be heavily changed. At the same time however, I find the existing weapons a bit monotonic and rigid, and you get used to them pretty soon. Another problem is that the AI can wield a few more weapons compared to players... for instance, guards use either a sword or a hammer, but there's no hammer for the player. It's occasionally disappointing to find objects around the world that look like weapons, but using them only lets you move them around, not actually equip them. So I wanted to suggest a modification, which new maps could use to make weapons more varied without changing their meaning. The idea is to have not three fixed weapons (blackjack + sword + bow) but instead three categories of weapons (melee knockout + melee lethal + arrow launcher). By default, they would of course be occupied by the existing weapons, so normal behavior doesn't change. However, mappers could define objects in the world that match each category, and can be swapped with the weapon of that type the player is already carrying. Alternatively, there could simply be a limited number of weapon and arrow slots, which players can fill with whatever they wish in any order they desire... but this might require heavier changes and different inventory handling, and I'm not sure if missions could define their own weapons entirely. In regard to functionality, different weapons could have slightly different traits. For example: A short sword could swing more often but deals less damage, while a long sword would "refire" slower but cause more harm. Being longer, a long sword could also block a greater amount of damage when parring attacks. To compensate, a short sword could draw less attention when held (1 less light-gem level increase). Some maps could also offer a wooden crossbow, which replaces the existing bow when picked up. It of course works with all arrow types, but can shoot further and reload faster. Random practical example: The player begins a mission and starts with the existing default weapons. At some point however, they find a crowbar in an obscure area on a street. If clicking this crowbar to use it, the player drops the blackjack and replaces it with the crowbar on the same slot (key #1). The crowbar works exactly like the blackjack and knocks players out, but could have slightly different traits in comparison... such as a slightly longer range (advantage) but making a bit of noise and potentially attracting attention if other enemies are nearby (disadvantage). To be clear: I'm not suggesting this because I consider the existing weapons or balance bad, quite the contrary! I just think that having the same 3 weapons all the time, in contrast to such a complex and varied world, gets a bit boring and limited. Since TDM is so much about interacting with your environment, finding and using more variations of the existing weapon types would add an extra fun element. Overall, a more flexible weapon system of some sort might be welcome. Would anyone else like this in some form, and do any of the developers agree with such an idea?
Hey, I didn't find any specific topic about this, so I hope this will be useful. What I want to discuss here: - tips about non trivial use of weapons & tools only that make it fun - ideas for changes, extra uses to add [EDIT] What shoudn't be discussed here: - general tips (moves, doors, ...): there is already a topic about player tips, created a while ago by Springheel: here. [/EDIT] Purposes: - give gameplay ideas for players and mappers with the current mechanics - give ideas for the next versions of TDM I don't really care about graphics or realism, just gameplay. If you have a brilliant idea, I think it's better to use it in a FM, give some hints and let people find out by themselves than posting it here right away. That's why I'll use general examples (not that I have brilliant ideas...) For instance: Broadheads trivial: can hurt people not trivial: can make noise and distract people (don't even argue about stealth score/ghostling) smart: allows you to knock items or break glass from a distance ideas: none, you? Fire trivial: explodes dealing massive damage and noise situational: can light stuff (never found it useful so far, you?) not trivial: can make alot of noise and distract people smart: got no clue. Anyone? ideas: make some materials ignite, like straw (not wood!), to get guards busy (maybe complicated for something redundant with with noise arrows); make some doors able to take damage like in T2 Flash trivial: drop it and troll around situational: throw it instead and then move past (typically you'd need to step in line of sight to drop it) ... That's it. (For now. I flooded the forum too much lately). Your turn!