[WIP] the Solar Scorcher

Post » Sat Nov 27, 2010 8:47 am

the Solar Scorcher
from Fallout2

> Vault 13 & Gun Script: WillieSea
-> Solar Scorcher Model: MadCat221

Recreated for Fallout 3 with some artistic interpretation.

In Fallout 2 there was a weapon called the solar scorcher.
http://fallout.wikia.com/wiki/Solar_Scorcher


The Story:
There will be a Guardian of Forever special encounter placed in the wasteland which will transport you to the mythical Vault 13 where you will find the 'mostly' empty of life vault. I think the perfect location may be the strange Deathclaw alcove with an irradiated pool of water far to the North of the map.

After securing and entering the gateway, you will be standing at the exit to vault 13, the large gear door closed tight. You decide to explore a little only find two security locked doors blocking your way with no obvious way past them. You decide to leave the vault so you activate the control pod in order to open the vault door. Unfortunately, the pod short circuits sending sparks of electricity arcing across its surface and setting the alarm klaxons off. The vault door does not open!

Fearing the worst, you once again explore the vault to find the previously security locked doors now open. You explore the medical clinic and then find the elevator door. A quick ride down finds you in a long hallway with more sparks emanating from a nearby wall panel. The klaxons are ringing on this level as well.

In the distance, you see a large shadow flick across the far wall. You are not alone...


The Weapon:
The weapon is being created from the 2D image from Fallout 2 thanks to MadCat221. (see the above link)
It will fire a bright beam of light and burst any object hit with fire. If you hit a creature they will be engulfed in flames. If you critically kill your target, they may even explode in a fiery mess sending chunks in all directions.


Technical specifications:
I have a script that will charge the weapon during the daylight hours (5am to 8pm). But, only in exterior locations. If you have the weapon equipped, you will get 6 charges per hour, otherwise you will only get 3 charges if its just in your inventory. It will only charge up to a maximum of around 95-100 shots.

If you drop the weapon, the solar energy will be removed from your inventory and will be stored with the weapon. So, if you pick up the weapon again, it will retain the amount of charges it had when you dropped it and add it to your inventory.

When you first come across the weapon it will have between 20 and 30 charges already stored in it.


Screen shots during Development:
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher01.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher05.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher07.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher08.jpg

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher09.jpg

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher10.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher11.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher12.jpg
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Rich O'Brien
 
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Post » Sat Nov 27, 2010 7:52 am

Looks awesome, only one thing: how about making the projectile be more of a yellow/white beam than a red one?
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Mr. Allen
 
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Post » Sat Nov 27, 2010 6:13 pm

how about making the projectile be more of a yellow/white beam than a red one?

The image is my 'temporary' model I am using for testing my script and level design. Its also the temporary beam.

When MadCat221 has the weapon and beam ready, then they will be incorporated into the mod and some 'true' screenshots of it can be made.

I mostly wanted to show what it will do to your enemies in the screen shots. :)
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Isabella X
 
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Post » Sat Nov 27, 2010 12:16 pm

And it does mean and diabolical things.


Makes me want to beat a Beta out of you.


(Just kidding, of course! :P)
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Stacy Hope
 
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Post » Sat Nov 27, 2010 8:45 pm

And it does mean and diabolical things.


Makes me want to beat a Beta out of you.


(Just kidding, of course! :P)



Lay a hand on Wille and you won't know http://img338.imageshack.us/img338/662/lasersupressor.jpg http://img199.imageshack.us/img199/3724/silentlaser.jpg you. :P
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Trista Jim
 
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Post » Sat Nov 27, 2010 4:02 pm

Makes me want to beat a Beta out of you.

When I get the vault done and connected to the wilderness, perhaps then I will beta this to a very few select individuals. I need to make sure the mini-quest in Vault 13 works for other people, including the weapon script and functionality.
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benjamin corsini
 
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Post » Sat Nov 27, 2010 12:13 pm

Here is the almost complete Vault 13 Command level.
It has a few fun things and I will probably add some more as I get ideas.

So far on the command level:
1. Storage room door randomly opens and closes since its circuits got shorted out (thanks to you)
2. As you enter the level and the elevator door opens, you see down the hall a 'critter' run past the 'T' intersection.
3. Security terminal unlocks mainframe door. Mainframe terminal unlocks armory door. Defeat 'Guardians' to get password. Use password on R&D terminal to get gun.
4. After you short out the circuits from the previous level, the Klaxons ring out. You can turn them off from the Mainframe Terminal.

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher09.jpg

Some ideas:
1. Flickering lights from the shorted out circuits.
2. Computer Terminals that you can learn from to get skill bonuses. (like reading a book)
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Paula Rose
 
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Post » Sat Nov 27, 2010 2:58 pm

1. Flickering lights from the shorted out circuits.


Hehe, I had this idea a couple days ago for something I am working on... Was going to tie in my lights to the electircal arc's animation so while there is power going the lights are on but as soon as it stops the lights die again. I haven't done anything with it yet, sit setting my location up but I think it would be a really cool effect.

By the way, I think that your quest sounds really interesting. I am very curious as to what time period you have it set in. Are you doing a quest similar to the FO2 quest or another stange occurance at some other period of time?
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Dean
 
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Post » Sat Nov 27, 2010 5:05 am

That vault looks very well desinged, almost perfectly imitates the original :goodjob:
And the weapon sounds like alot of fun :P
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Adam Baumgartner
 
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Post » Sat Nov 27, 2010 9:34 pm

The lights are scripted from an activator to enable and disable in a random fashion. It works pretty well.

The time frame for this 'Vault 13' is going to be as 'odd' as it was in Fallout 2. Its indeterminate. After all, there are no people but there are some creatures...

The quest is mostly straight forward like it was in FO2, perhaps a bit more complex though. In FO2 you were supposed to break the original 'water chip' which caused the whole FO1 story to begin...
There will be a bunch of weapons and ammo Loot from the lockers. Plus the solar scorcher itself!

Some added features:
1. Fix the gas line and fill the 'cavern' with explosive gas. Throw in a grenade and that should 'hurt' what-ever may be crawling around in there.
2. Air duct vents that might be a good hiding place for some 'ammo'.
3. R&D terminal that is password protected. Find the password in order to drop the stasis field and get the solar scorcher.

Here are some updated screen shots of the vault:
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher10.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher11.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher12.jpg
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Ronald
 
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Post » Sat Nov 27, 2010 11:52 am

Ahhhh, I love that elevator....
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Vahpie
 
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Post » Sat Nov 27, 2010 3:02 pm

Looks really nice... can't wait to rekindle some of my fond FO2 memories with this! :) Love the look of the beam! I hope to find a mod that emulates the dismemberment laser critical in FO2. Pulse weapons reduce the target to ashes, laser weapons dismember! :nerd: :grad:
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Ludivine Poussineau
 
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Post » Sat Nov 27, 2010 11:46 am

Dumb question, but you are still working on Vault 64, yes?
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Joe Alvarado
 
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Post » Sat Nov 27, 2010 7:51 am

Looks really nice... can't wait to rekindle some of my fond FO2 memories with this! Love the look of the beam! I hope to find a mod that emulates the dismemberment laser critical in FO2. Pulse weapons reduce the target to ashes, laser weapons dismember! :nerd: :grad:

This weapon sets them on fire. The critical death is by 'flaming explosion'! :)

Dumb question, but you are still working on Vault 64, yes?

Yes, but not as much. I am not sure how I will proceed. I am thinking about cutting some of the features back. (the features that don't work or I am having problems with).
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brandon frier
 
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Post » Sat Nov 27, 2010 5:17 pm

This weapon sets them on fire. The critical death is by 'flaming explosion'! :)

I know... and I'm sure it will be cool! Looking around I don't see any attempts bring dismemberment via laser a la FO2... If you've seen it in action it may (should!) be apparent why I miss it. Maybe my desire for this will be what compels me to learn about making a mod for a Beth game... :violin:
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Teghan Harris
 
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Post » Sat Nov 27, 2010 12:29 pm

Looking for a progress report from MadCat221...

Vault 13 is mostly done. I just need to clutter it a bit. Just waiting on the Solar Scorcher weapon model now.
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Mandy Muir
 
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Post » Sat Nov 27, 2010 7:32 am

I have been thinking about it and I think I will use one of the buildings in Fairfax for where the 'gateway' is located.

You will know you are close becuase of the 'strange' things you will start seeing...
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher13.jpg
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Hussnein Amin
 
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Post » Sat Nov 27, 2010 8:09 am

this looks awsome, cant wait :)
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Tinkerbells
 
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Post » Sat Nov 27, 2010 11:43 am

Model progress:

http://img16.imageshack.us/img16/2944/wip2r.png

Did a much better job on the pistol grip so far this time, compared to the YK40...

It'll be longer than the Laser Pistol in total length once it's done. It's already slightly longer. The barrel has a diameter roughly the same width as the box housing for the laser pistol.
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mollypop
 
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Post » Sat Nov 27, 2010 7:22 am

That is looking good MadCat221! :goodjob:

I shall endevor to make the quest to get the weapon worthy of its greatness.

Some more pictures will be coming soon. I spent a lot of time in Nifskope last night making a 'building' sign. I am sure there will be many 'rolling eyes' when I reveal the sign!
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Miss K
 
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Post » Sat Nov 27, 2010 9:06 am

Work on the gateway location. See if you recognize where this is...

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher14.jpg

You may begin rolling your eyes... :rolleyes:


So, should I make it the MadCat building?
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lillian luna
 
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Post » Sat Nov 27, 2010 10:40 pm

Hahahaha...

WillieSea Research, a subsidiary of MadCat inc.

Bringing you the greenest weapons on the market, because no one should suffer a dirty world at their foes expense.
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Jade Muggeridge
 
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Post » Sat Nov 27, 2010 12:04 pm

A bit ostentatious, don't you think? :huh:
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sw1ss
 
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Post » Sat Nov 27, 2010 4:28 pm

A bit ostentatious, don't you think? :huh:

Perhaps, but funny none the less.

Do you have a better name that contains 9 characters?

Perhaps 'SEA CORP'?

Besides, I like the 'MADCAT BUILDING'.
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Leonie Connor
 
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Post » Sat Nov 27, 2010 4:32 pm

Any progress on the gun model MadCat221? Is this still something you want to do?
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Amy Gibson
 
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