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Author Topic: Shotgun-like behaviors in ranged weapons  (Read 2702 times)

Hugo_The_Dwarf

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Re: Shotgun-like behaviors in ranged weapons
« Reply #15 on: July 15, 2012, 05:25:06 pm »

4. SOME ASSHOLE WITH A WOODEN STICK BROKE EVERY SINGLE BONE IN MY BODY JUST BY POKING ME!
Haha *SUPER POKE*
and yes Keldane is right, that stick poke is going at supersonic speeds.
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LordRandomness

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Re: Shotgun-like behaviors in ranged weapons
« Reply #16 on: July 15, 2012, 05:50:17 pm »

With regards to shotgun-like behaviour, the only thing I can think of is to have shotguns be made out of a special material that grants a syndrome on contact, with the syndrome producing a "fire off multiple chunks of lead" interaction in whoever has it.

Slayerhero90

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Re: Shotgun-like behaviors in ranged weapons
« Reply #17 on: July 15, 2012, 06:14:46 pm »

Before a 405 time-out thingy happened, I was trying to post.
1. How do I make a gun fire different types of ammo?
2. New weps:
Spoiler (click to show/hide)
3. I. Love. Modding.
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Hugo_The_Dwarf

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Re: Shotgun-like behaviors in ranged weapons
« Reply #18 on: July 15, 2012, 06:47:19 pm »

NAILGUN is wrong ranged goes SKILL:AMMO_CLASS
thus NAILGUN is not a SKILL try BLOWGUN, BOW, or CROSSBOW:NAIL
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Slayerhero90

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Re: Shotgun-like behaviors in ranged weapons
« Reply #19 on: July 15, 2012, 07:06:47 pm »

NAILGUN is wrong ranged goes SKILL:AMMO_CLASS
thus NAILGUN is not a SKILL try BLOWGUN, BOW, or CROSSBOW:NAIL
THAT EXPLAINS WHY THE CROSSBOW STILL TRAINS CROSSBOW AND NOT HAMMER! I just thought you had to state the weapon name...
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Slayerhero90

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Re: Shotgun-like behaviors in ranged weapons
« Reply #20 on: July 15, 2012, 07:45:57 pm »

Ok, so shards have a tendency to seek the spine. And cut off bodyparts
Nail tend to seek the heart and get lodged in the wound.

"The flying steel shard strikes Giant Cave Spider 1 in the cepholothorax, tearing the muscle and tearing the brain."
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IT 000

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Re: Shotgun-like behaviors in ranged weapons
« Reply #21 on: July 15, 2012, 09:15:44 pm »

Just some stuff I saw.

Quote
[ITEM_TOOL:ITEM_TOOL_BROOM]
[NAME:broom:brooms]
[VALUE:20]
[METAL_MAT]
[TOOL_USE:HEAVY_OBJECT_HAULING]
[TILE:'/']
[SIZE:300]
[SKILL:MACE]
[TWO_HANDED:22500]
[MINIMUM_SIZE:8000]
[MATERIAL_SIZE:1]
[CONTAINER_CAPACITY:100000]
[ATTACK:BLUNT:200:200:brush:brushes:straw:1000]

These tags imply that it functions like a wheelburrow. I'm unsure if you intended this as I can picture a dwarf sweeping logs to the stockpile.

Quote
[SKILL:THROW]

The AI wielding these weapons aren't going to throw them. They'll level up throwing when they attack in melee combat. There's no way to make throwable weapons outside of adventurer mode since every ranged weapon needs both a launcher and ammo.

Quote
[SKILL:ARCHER]

You want RANGED_COMBAT

Here's a list of all skill tokens for future reference LINK
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Jake

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Re: Shotgun-like behaviors in ranged weapons
« Reply #22 on: July 16, 2012, 07:13:41 am »

How do I make a gun fire different types of ammo?
I don't know if this still works, but in 40d you could simply add a second type of ammunition that used the same class. Here's an example:

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_BOLTS_BLUNT]
[NAME:riot bolt:riot bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:BLUNT:100:2000:strike:strikes:NO_SUB:1000]

Oh, and I could only seem to get my dwarves to make up to three different types of bolt for some reason.
« Last Edit: July 16, 2012, 07:15:48 am by Jake »
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Bertinator

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Re: Shotgun-like behaviors in ranged weapons
« Reply #23 on: July 16, 2012, 09:06:47 am »

If you want a placeholder until you work out interactions, just make ammo with a fairly high contact area but much lower penetration. Say it "showers them in a spray of pellets" or something. It won't hit them multiple times, but it'll do more or less what you would expect a shotgun to in terms of damage. Widespread damage, especially to soft fleshy bits, but less armor penetration/bone shattering/killing things 10 times your size. Because of the low penetration, it'll be especially effective against smaller animals and still effective against those as large or larger than Dwarves. If creatures are too large, it won't penetrate enough to do serious damage, because buckshot is meant for killing bucks. Not dragons. It's good enough until you work out the rest.

Quote
The AI wielding these weapons aren't going to throw them. They'll level up throwing when they attack in melee combat. There's no way to make throwable weapons outside of adventurer mode since every ranged weapon needs both a launcher and ammo.

Adding onto this: while you technically can't make a thrown weapon, you can make it look and act like it's a thrown weapon. Basically, you have a melee weapon that acts as a launcher, but you disguise that fact. So you might have:
[ITEM_WEAPON:ITEM_WEAPON_SWORD_THROWING]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:THROWING]
[RANGED:?:?] (Whatever you want to throw will be your ammo)
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

As an example:
[ITEM_AMMO:ITEM_AMMO_JAVELINS]
[NAME:javelin:javelins]
[CLASS:THROWN]
[SIZE:400]
[ATTACK:EDGE:20:5000:impale:impales:NO_SUB:1000]

In the inventory, it will appear as though they have a short sword (which works just as well in combat as normal), and independent of that, javelins. They will throw the javelins and then proceed to fuck shit up with their sword instead of whacking away with a crossbow or something. It's not perfect. If they lose the sword, they can't throw the javelins. Of course, if they lose the sword, they will often still use the ammunition as a melee weapon from what I've seen, which works pretty well. It's about as good as you're going to get, and other than that kink, it works out perfectly. It's also very easy to do.

If you have a bunch of launchers disguised as normal weapons, you might want to add "(t)" or "(throwing)" or something at the end of them so they're easier to distinguish. So your short swords would appear as "short swords (t)" or "short swords (throwing)", so you don't mix up your actual and fake short swords. If you make all throwing weapons in the class "THROWN", then any launcher-disguised-as-weapon will be capable of throwing any throwing weapon. So if you wield the short sword, you could use everything from throwing axes to knives to javelins to giant rocks. Whatever you want.
« Last Edit: July 16, 2012, 09:28:11 am by Bertinator »
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Slayerhero90

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Re: Shotgun-like behaviors in ranged weapons
« Reply #24 on: July 16, 2012, 10:12:38 am »

Spoiler (click to show/hide)
Thing is, I fixed all of that before you posted.
1. Removed [HEAVY_OBJECT_HAULING] part.
2. I don't care if they throw it or not, chances are I'll be fighting dwarves SOMETIME.
3. Replaced ARCHER with HAMMER, so my modded in race that doesn't use any hammers aside from crossbows could make an adventurer that spawns with a shardgun, and I could get some shards in a castle.
If you want a placeholder until you work out interactions, just make ammo with a fairly high contact area but much lower penetration. Say it "showers them in a spray of pellets" or something. It won't hit them multiple times, but it'll do more or less what you would expect a shotgun to in terms of damage. Widespread damage, especially to soft fleshy bits, but less armor penetration/bone shattering/killing things 10 times your size. Because of the low penetration, it'll be especially effective against smaller animals and still effective against those as large or larger than Dwarves. If creatures are too large, it won't penetrate enough to do serious damage, because buckshot is meant for killing bucks. Not dragons. It's good enough until you work out the rest.

Quote
The AI wielding these weapons aren't going to throw them. They'll level up throwing when they attack in melee combat. There's no way to make throwable weapons outside of adventurer mode since every ranged weapon needs both a launcher and ammo.

Adding onto this: while you technically can't make a thrown weapon, you can make it look and act like it's a thrown weapon. Basically, you have a melee weapon that acts as a launcher, but you disguise that fact. So you might have:
[ITEM_WEAPON:ITEM_WEAPON_SWORD_THROWING]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:THROWING]
[RANGED:?:?] (Whatever you want to throw will be your ammo)
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

As an example:
[ITEM_AMMO:ITEM_AMMO_JAVELINS]
[NAME:javelin:javelins]
[CLASS:THROWN]
[SIZE:400]
[ATTACK:EDGE:20:5000:impale:impales:NO_SUB:1000]

In the inventory, it will appear as though they have a short sword (which works just as well in combat as normal), and independent of that, javelins. They will throw the javelins and then proceed to fuck shit up with their sword instead of whacking away with a crossbow or something. It's not perfect. If they lose the sword, they can't throw the javelins. Of course, if they lose the sword, they will often still use the ammunition as a melee weapon from what I've seen, which works pretty well. It's about as good as you're going to get, and other than that kink, it works out perfectly. It's also very easy to do.

If you have a bunch of launchers disguised as normal weapons, you might want to add "(t)" or "(throwing)" or something at the end of them so they're easier to distinguish. So your short swords would appear as "short swords (t)" or "short swords (throwing)", so you don't mix up your actual and fake short swords. If you make all throwing weapons in the class "THROWN", then any launcher-disguised-as-weapon will be capable of throwing any throwing weapon. So if you wield the short sword, you could use everything from throwing axes to knives to javelins to giant rocks. Whatever you want.
So I could do this:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_THROWN_AXE_HELD]
[NAME:axe:axes]
[ADJECTIVE:held thrown]
[SIZE:200]
[SKILL:SWORD] to avoid people cutting trees down with these things
[RANGED:THROWING:THROWN_AXE_THROW]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[TWO_HANDED:3500]
[MINIMUM_SIZE:2500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:2500:1000:hack:hacks:NO_SUB:1250]

[ITEM_AMMO:ITEM_AMMO_THROWN_AXE_THROW]
[NAME:axe:axes]
[ADJECTIVE:thrown]
[CLASS:T_AXE]
[SIZE:200]
[ATTACK:EDGE:2500:1000:hack:hacks:NO_SUB:1000]

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