Automatic Laser Rifle

Post » Sat Aug 14, 2010 2:41 am

Any suggestions? I'm trying to make a configurable laser rifle as part of Powered Power Armor. It'll use power armor's charge for ammo, and have configurable semi-auto and fully-auto modes - you'll be able to tweak the damage and rate of fire for each via menu, the drawback to high damage/ROF being that the firing will become more erratic and eventually stop as the weapon builds up heat. I'm starting with a reskinned laser rifle, but if I just check the "Automatic" checkbox, there's a delay between pulling the trigger and beginning to fire. Does anybody know why that would be? I also tried changing the attack animation from the default Attack4 to AttackLoop, the animation used for assault rifles, but that's even weirder - the player one-hands it and starts firing off about ten rounds a second.
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Catharine Krupinski
 
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Post » Sat Aug 14, 2010 3:05 am

You have run afoul of the same bug that Antistar did when he tried to make the automatic laser rifle weapon mod variants for WMK.

His solution was to change the grip style to the same one that the plasma rifle uses, which plays much nicer with automatic mode than the grip style the laser rifle uses.. That causes animation weirdness with reloading and other stuff, though.
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Stay-C
 
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Post » Fri Aug 13, 2010 8:28 pm

Any suggestions? I'm trying to make a configurable laser rifle as part of Powered Power Armor. It'll use power armor's charge for ammo, and have configurable semi-auto and fully-auto modes - you'll be able to tweak the damage and rate of fire for each via menu, the drawback to high damage/ROF being that the firing will become more erratic and eventually stop as the weapon builds up heat. I'm starting with a reskinned laser rifle, but if I just check the "Automatic" checkbox, there's a delay between pulling the trigger and beginning to fire. Does anybody know why that would be? I also tried changing the attack animation from the default Attack4 to AttackLoop, the animation used for assault rifles, but that's even weirder - the player one-hands it and starts firing off about ten rounds a second.


Known Bug with Automatic Weapons -> the game does not EVER fire the first shot in the RoF so 5 Rof = 4 shots the first second and 5 there after.
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Jason King
 
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Post » Fri Aug 13, 2010 6:45 pm

You have run afoul of the same bug that Antistar did when he tried to make the automatic laser rifle weapon mod variants for WMK.

His solution was to change the grip style to the same one that the plasma rifle uses, which plays much nicer with automatic mode than the grip style the laser rifle uses.. That causes animation weirdness with reloading and other stuff, though.


No reloads, so that's not as much of an issue. I'll give it a try.
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T. tacks Rims
 
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Post » Sat Aug 14, 2010 1:37 am

I also tried changing the attack animation from the default Attack4 to AttackLoop, the animation used for assault rifles, but that's even weirder - the player one-hands it and starts firing off about ten rounds a second.
There's no loop animation for the 2hrifle set, so it defaults to the pistol one. There is one for the 2hauto set, though.
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Roberta Obrien
 
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Post » Fri Aug 13, 2010 7:41 pm

If I set it to handgrip1/2Hauto/attackloop, there seems to be a more noticeable pause before firing, the ROF is absurd, and when I switch back to single fire mode via hotkey, the weapon won't fire. Leaving it at DEFAULT/energyrifle/attack4, I can set the ROF higher via the attack animation multiplier, and the delay becomes less noticeable. Also the weapon still fires when switched to single fire mode.

Got it pretty well coded up, just need to make the adjustment menu and fine tune the balance.
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Elizabeth Davis
 
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Post » Fri Aug 13, 2010 9:14 pm

I found a better solution for this. Rather than flagging the weapon as an automatic, I leave it semi-auto with 0 (or very low) semi-auto firing delay. Then I use FOSE to disablecontrol 4 (attack), and use iscontrolpressed 4 to tell when the player is holding down the trigger. I can then use tapcontrol 4 to either fire once per mouse click, or repeatedly with a fixed duration if its supposed to be full auto. Flagging the weapon as automatic also meant it couldn't be used in VATS (though I'm guessing it was a problem with the attack animation specified).
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SHAWNNA-KAY
 
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