[WIPz] Playing with Firepower

Post » Tue May 17, 2011 5:36 am

http://www.gamesas.com/index.php?/topic/1097052-relz-playing-with-firepower

(Quite) A while ago whilst I was experimenting with the new functions etc. I made a bunch of flashy weapons. I figure I ought to release them, but I'm wondering what do actually do with them:

The first set were a bunch of uses of trig to calculate reflection off walls:
http://www.youtube.com/watch?v=0gt5peMjP2U

The second set were variations on the missile launcher that use 'Aim' as a control:
http://www.youtube.com/watch?v=-j-A9Yk70WY
Most of these weapons work for both players and NPCs, with a few exceptions (NPCs can't intelligently use guided missiles, for example).
http://www.youtube.com/watch?v=wufYZiPePpY

The problem is I can't think of where to put them. Ideally they'd have a mini-quest or be in a ruin but I'm not a quester. So- do I put them up for sale in shops? Make a schematic so for example the guided missile launcher would require a missile launcher, sensor module & laser pistol? Add them to random loot containers and/or NPC lists? Or give mini-quests to merchant NPCs to unlock them for sale or upgrade them, in the "Bring me 5 of item X" style? You decide!
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Vincent Joe
 
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Post » Tue May 17, 2011 10:48 am

These are awesome.
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Claire Jackson
 
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Post » Tue May 17, 2011 1:46 am

That's awesome man... I'm not sure what the cluster launcher does exactly, but the homing missile would be great... the reflect would open up a lot of oppurtunity for stealth... a shame it couldn't be limited by material type though. Or could it? Metal yes, wood no.

How are they on performance in a modded game? :P
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NEGRO
 
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Post » Tue May 17, 2011 9:15 am

Oh my. If those were in the hands of individual npcs for boss-fights it would make for some epic (and painful) battles.
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The Time Car
 
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Post » Tue May 17, 2011 5:38 am

I always love your mods because you always give awesome videos with them. The reflecting lazer one had me laughing so hard.

The homing one is probably the most practical one I would play with. Really nice work.
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SUck MYdIck
 
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Post » Tue May 17, 2011 4:58 am

That's awesome man... I'm not sure what the cluster launcher does exactly, but the homing missile would be great... the reflect would open up a lot of oppurtunity for stealth... a shame it couldn't be limited by material type though. Or could it? Metal yes, wood no.

How are they on performance in a modded game? :P
The cluster launcher explodes into half a dozen mini-grenades either when it hits something, or when you let go of aim. You can use it as a sort-of-mortar, or airburst it to catch larger groups, that kind of thing.

It's not really possible to restrict reflection by material type as we don't have access to the impact effects. I could request it from the xSE team, but it's kind of pointless since it would remove the entire purpose of the weapons. Also the impact effects calculate reflection so if we have access to them my entire struggle with gamesas's retarded coordinate system to do the reflection maths is rendered moot :P.

Performance-wise, they're surprisingly good. I didn't really notice any slowdown on the snakes v mutants combat beyond that a normal combat would cause.
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Lori Joe
 
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Post » Tue May 17, 2011 1:00 pm

:0

fook me Talkie, that's so awesome I came out of hiatus to reply.

When can we get these in FWE or FOOK? :drool: I'd love to see every laser be a 1-2 bounce laser as standard (so in answer to the poll -- not unique weapons, applied to all lasers)

Only feedback: I noticed the lasers bounced off the muties, presumably NPCs and other creatures too. I'd expect all flesh things to absorb the energy, is it possible to check at the rebound if it's creature and NPC? Only logical, and brilliant, exception would be robots. Would be rather cool seeing them reflect.

Amazing Talkie, as always. :bowdown:
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Danial Zachery
 
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Post » Tue May 17, 2011 10:27 am

Can the NPC use the Missile Launchers?

And this looks awesome :)
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Sian Ennis
 
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Post » Tue May 17, 2011 3:03 am

Hehe, good to know you like it.

Yeah, it'd be pretty nice to see them in FOOK, I'm certainly up for that if the creators want them. Putting the bounce on all laser shots is doable, although it's going to make them incredibly annoying in long corridors (if you miss whilst firing down them, you get a facefulla laser). It does also have strange consequences with reflection, where reflected shot damage isn't reduced by your skill and is always 100%, which is okay for special crazy weapons but perhaps not so much if at level 1 you half-kill yourself by hitting someone's cover.

It is possible to have projectiles only reflect if they don't hit someone, the plasma pistol does it. One of the strange side-effects of its' implementation on the PPP is they will reflect off people if they kill them, but that can be rectified. It does add a few more checks, but the performance hit probably shouldn't be too much if used more widely, I would hope. The lasers are currently set to reflect off creatures on the grounds that their gimmick is reflection, so they should reflect as much as possible.

NPCs can use the homing, cluster and airburst launchers. Not necessarily totally intelligently, of course- the cluster and airburst they'll fire at people like normal and they'll detonate them when the missile nears an enemy. They won't take advantage of the homing launcher's ability to fire at ridiculous arcs and still hit, but it will lock on to their combat target so they're less likely to be neutralised by people sidestepping.
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Vahpie
 
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Post » Tue May 17, 2011 4:52 am

I'm guessing you use fireweapon to fire a new projectile from the point of impact of the beam? If you made four or five versions of the weapon you use with the command, in decreasing strengths, and fired the appropriate one based on the firer's energy weapons skill, you could get around the 100% damage problem. You could also use that to attenuate the damage with each reflection, making the number of bounces before 0 damage dependent upon the firer's energy weapon's skill. That might be a bit tedius to implement for a gazillion energy weapons though. I'm all for seeing them in the hands of hostile NPCs and vendors, especially FOOK/FWE style.

*Edit - and does that mean no aggro or XP from ricochets?
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marina
 
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Post » Tue May 17, 2011 4:57 am

fired the appropriate one based on the firer's energy weapons skill
This is rather the problem. The weapon's being fired from a dummy NPC so I can set the skill level just fine, the problem's that I don't have any real means to track the firer back through the ricochet chain. For a unique weapon it wouldn't be a problem, but as it's designed to be wielded by more than one NPC per combat it's impractical. As it happens beam strength does already decrease with subsequent hits for weapons with a maximum chain size (not the Pinball or the Overclocked). I've been tempted to try the opposite and make a weapon that does more damage the more bounces, but it's damn near impossible to hit someone with a bounce on purpose unless they're standing still and after the 2nd/3rd bounce you typically have no idea where it's going to go, so it wouldn't have much of a practical use except as a very elaborate way to commit accidental suicide.

*Edit - and does that mean no aggro or XP from ricochets?
Unfortunately, yes. Only if you kill exclusively through ricochets though, as long as at least I think it's 30% of the damage to an NPC comes from regular sources you'll still get the XP. This problem also affects cluster missiles. You can potentially wipe out a settlement with the cluster launcher and trick shots with the reflec pistols and not get any XP or aggro for it, although TBF it's not the kind of thing you could do by accident. Just think of it as insurance from accidental deaths when you try and use these weapons on someone in a barfight :P.
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Greg Cavaliere
 
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Post » Tue May 17, 2011 12:42 am

I'm all for CRAFTable version of these weapons.
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Alisia Lisha
 
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Post » Tue May 17, 2011 2:32 pm

Amazing like all of your mods.

Few days ago I have seen your amazing video on Youtube
(VATS Melee)
http://www.youtube.com/watch?v=DULgwYU6mZ4

Could you relase this mod or at least tell me how it's made ?
I would be very grateful.
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Tracey Duncan
 
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Post » Tue May 17, 2011 10:29 am

Could you relase this mod or at least tell me how it's made ?
I would be very grateful.
I posted full instructions in a thread when I made that, although christ knows where it is now. You just need to copy-paste the appropriate melee animations, rename them to fit in a free slot in the pistol animation set, then make a 'sword' that's a pistol with an invisible, very short ranged projectile. Nobody could be bothered to make any more, so... :shrug:.

T3T: Already done :). The only thing holding it up is I hadn't realised Fallout doesn't have its levelled lists set up in the same was as Oblivion did with boss lists, so I can't make them boss-only. Which is inconvenient, given that's what a clear majority want.

Anyone got any opinion on whether having them be rare NPC equipment or never be NPC gear would be better?
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Matt Terry
 
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Post » Tue May 17, 2011 10:58 am

Freekn awesome. The plasma pinball reminds me of the plasma balls in half-Life 2 and Portal
For the reflectors, can you make it with an .ini that lets you limit the number of bounces?


Edit: You stumble across the alien blaster at the crash site and next to it is an experimental schematic in an envelope marked Top Secret. There are clues to other schematics and upgraded versions in the envelope.
You set off on a quest to find the schematics and parts you need all over the wasteland.
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Chavala
 
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Post » Tue May 17, 2011 1:22 pm

I personally voted against putting them in loot lists. That's just me though.
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 6:45 am

(idea) Mirror Armour / Mirror Shield that reflect lasers back!!!

laser gun and mirror armor- any mirrored surface will reflect back some portion of the light. The more perfect the mirror, the more laser power it can reflect. (lets assume for argument that it would reflect 99%) So... a nice near-perfect mirror armor would reflect enough power from a low-laser blast so that little damage would be taken (100mW 'power' laser- only 1mW would get through, not enough to hurt someone). A high-laser blast (10000 mW) would reflect back a lot of light (99000mW), but enough would sneak through because of the high energy and imperfections in the mirror for a dangerous amount of energy to sneak through (1000mW)
- http://uk.answers.yahoo.com/question/index?qid=20061003102629AAPZYlf
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Stephanie Kemp
 
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Post » Tue May 17, 2011 5:10 am

Freekn awesome. The plasma pinball reminds me of the plasma balls in half-Life 2 and Portal
For the reflectors, can you make it with an .ini that lets you limit the number of bounces?

Edit: You stumble across the alien blaster at the crash site and next to it is an experimental schematic in an envelope marked Top Secret. There are clues to other schematics and upgraded versions in the envelope.
You set off on a quest to find the schematics and parts you need all over the wasteland.
Not really possible for the same reason I can't award XP for bouncekills- there's no way to backtrack along the chain of bounces. All I can control is which laser is fired as a bounce, which is why the versions are "5 bounces" "4 bounces" etc. preset- when the 5 bounces hits something, it fires off the 4 bounces laser.
The quest idea's interesting but conflicts with Zeta. I've gone with just making them be CRAFTable schematics available by default anyway.

(idea) Mirror Armour / Mirror Shield that reflect lasers back!!!
Only specially set up lasers can be reflected, so mirror armour would rely on me changing every laser in the game, which would conflict with EVE.
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Micah Judaeah
 
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