Author Topic: XCOM Energy Weapon Pack - Released!  (Read 854 times)

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Anyone who's been on my server lately knows that i've been working on an XCOM/Energy Weapon pack, and now i think its ready for beta testing. Most of the bugs have been ironed out and the features have been refined somewhat.

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[img width=600]http://i.imgur.com/wp4IUG0.png[/img]
[img width=900]http://i.imgur.com/BZBLxkI.png[/img]
[img width=900]http://i.imgur.com/8nRbjUV.png[/img]
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At this point I'm looking for beta testers who know what they're doing, and can help me find bugs or make suggestions on what I should change/add. I'm also open to a couple more weapon ideas as long as they're good.
I'm also looking for someone who make good CI/icons for these weapons.

If you can help out, please post here or shoot me a PM! or if you have my steam, steam message me.
« Last Edit: March 13, 2016, 10:49:20 AM by Conan »

Hot. I would like to beta test but i'm not much of a scripter. Can't wait for the release tho.

Suggestion if it is even possible. A energy shield like in tf2 mvm that medic can do.
« Last Edit: March 11, 2016, 03:53:33 AM by c[_]² »

Might i suggest the use of a 'fusion' category, which is essentially a variably powerful laser/plasma hybrid (blue obviously)

Instead of reloading, you turn a crank (fallout gauss rifle style) a couple times, and the more you turn the crank, the higher your energy level goes. So you can either turn the crank like two times and end up with energy level 20, or ten times and end up with energy level 200. Then, each shot from then on will take like, 10% of the total energy power to fire, and the higher your total energy level, the higher the damage of the shot.

Essentially you have the option to have a quick reload that yields low-damage firepower, or the option to take a long reload that yields high-damage firepower.

Inspired by Metro 2033's pneumatic weapons

(I could make an attempt to code/model the line of weapons, as i'm very good at matching other people's model styles.)
« Last Edit: March 11, 2016, 10:07:25 AM by Path »

I'll test some. Please, have me?

I'll give some great results!

I would like to beta test, but I can't script.

here's my concept of the fusion gun type thingie sniper

Fusion Pike (View in 3D)

here's my concept of the fusion gun type thingie sniper

Fusion Pike (View in 3D)

gib now omfg

i have an idea how i can do the charging part. does this come with animation?
« Last Edit: March 11, 2016, 05:04:42 PM by Conan »

gib now omfg

i have an idea how i can do the charging part. does this come with animation?
No, i was hoping you could handle the export and animation :|
hmu your ideas on PM

also charging would be like, Armor::onTrigger and run a schedule that cancels if the trigger is ever lifted, and while charge/reload is held down it just increments the total charge. And, well, while it's being held down it could play a 'crank' reload which is essentially just a cyclic animation of the crank rotating 360 degrees around its whatever axis
« Last Edit: March 11, 2016, 05:19:58 PM by Path »

Particle cannon anyone?

Fusion Cannon (View in 3D)

looking sick, path



currently the only thing holding up the release of this pack is the lack of CI and icons. if anyone could make some, i would GREATLY appreciate it! PM me if you're willing.

looking sick, path
I'll pm you the models if you need 'em baby. They're in .dae fyi so you may wanna attempt to sort out the texture issues

Particle cannon anyone?

Fusion Cannon (View in 3D)

I don't know why, but having the crank sink into the gun base feel's incredibly off.
Perhaps you could make i't increment slightly or something similar, it's just that i't feel's unnatural to me.
« Last Edit: March 13, 2016, 04:25:07 AM by dkar093 0 »

logistically speaking, that would work perfectly fine if the gun were able to function. The charging/energy mechanism could easily be stored and operated in the barrel and/or base of the gun