Poll

Good idea?

Very good
18 (58.1%)
Good
5 (16.1%)
Ok
5 (16.1%)
Bad
1 (3.2%)
Very bad
2 (6.5%)

Total Members Voted: 31

Author Topic: VCE Weapons - Customisable Weapons using Events  (Read 4571 times)

what about using player/client variables for it, <var:cl/pl:wp_strength/otherthings>, which then ties into the weapon you're holding
I dont see how that could work..

EDIT: Updated OP.
« Last Edit: August 13, 2010, 10:32:52 AM by boodals 2 »

i don't either, but it would be nice :D

Bump. Too many people need this for it to die.

I can turn a printer into a pretty well working gun that has sounds and ammo all with VCE...

I once posted a suggestion for some kind of eventable weapon.
Like a weapon that you can event the functions of.

Eventually, Space Guy experimented with this idea and made this:
Quote from: Space Guy
Here, for some early testing. See what you can make with it.

1. Plant a brick
2. Set the 'Event Gun' item on it (currently this is the only type available)
3. Set some events on the brick for onItemTrigger to spawn a projectile
4. Pick up the item and fire it
The topic is too old to really quote it, but to view the topic click on the link i provided on top of this post.

I once posted a suggestion for some kind of eventable weapon.
Like a weapon that you can event the functions of.

Eventually, Space Guy experimented with this idea and made this:The topic is too old to really quote it, but to view the topic click on the link i provided on top of this post.

Hmm.. Ill have a look into this, see if i can change any of it to work with VCE.


Edit: I had a look, i have no idea how to get this working with VCE, but it seems different to my idea anyway.
Maybe if i make it later, i could use parts of it, but for now, its useless.
« Last Edit: August 14, 2010, 08:28:59 AM by boodals 2 »

Mine's more "programmable weapon" to do anything like trigger a door, shoot fire arrows after hitting a torch, whatever, than this being e.g. always a shotgun but with variable damage amount/spread/ammo. I was considering adding other choices like a rapid-fire one (instead of repeated clicking like the Gun) but since there was hardly any interest in it I just stopped.

If you wanted to have a limited clip you could store remaining ammo as a variable on the player, then do a longer-than-usual timeout.
« Last Edit: August 14, 2010, 11:21:13 AM by Space Guy »

I see what you mean with the Ammo. Ill remove it.

As you've already done similar, could you make this one, Space Guy? I could help out where i can. I would make the whole thing if i knew how to add Variables to a Script, and add in extra Vars.

I like the idea, then, we wouldn't need so many weapon add-ons in the game.

Bump.

Someone, please make this!

Big bump. Double post.

If no one wants to make them, someone tell me how to put variables into a weapon cs file, and how to regester variables?

I can think of a way to get weapons to have customizable damage.

Although, I would need to know what weapon the attacker used. Without that, everyone would have to use one weapon.

Is there a way to do that? Surely it will be one line or something?

If not, the weapons could fire a projectile, that does 0 damage, and the events make a raycast that damages the hit object as much as the variable? Could be glitchy with moving targets..

Overriding Projectile::Damage would work for most standard weapons but not instant hit guns or ones with modified hit methods e.g. Tier/Tactical Magnum.

But this is only for a VCE gun, sword, bow, and possably rocket launcher. I have no intention of changing anything else, unless needed to.