Trappers is just a mini faction I am making where I will place all my ronin'ish actors and weapons.
(These modules are a part of the mod)
Mosquito The mosquito is an old repaired little-bird helicopter, which is armed with a 7.62 mm minigun. It is used for basic transport of infantry, weapons and small vehicles like the manta.
It has auto-pilot for unskilled pilots and for the AI, but you can always turn it off through the pie-menu.
To turn the mosquito around double tab a direction, and to open hatch tripple tap down.
Manta The Manta is a fast hover scout armed with a GMG shooting armor piecing grenades. Though the manta only provides as much protection as a paper hat to the user and the machine itself can't take much of a beating either. To compensate the pilots are trained to be able to repair it quickly on the battlefield for only 1 2 oz per health.
To repair the manta, turn off the engines using the pie-menu and set it to repair with the pie-menu again
To turn the manta around double tab a direction
Scavenger The trapper factions engineer. With this actor you can scavenge any items you find for gold and materials. When he have scavenged the maximum amount of material he can carry a small diode will become green and he will be able to construct a sentry gun (read further down). He comes with a repair torch too.
His main disadvantage is that he don't have a jet pack, so he needs to rely on jumping instead.
As a trapper he is trained to be able to heal himself up to 50%. Be wary though as he can't move nor stand when healing.
Glider A ronin equipped with a glider to scout for and support ground troops.
Like the scavenger he can heal himself up to 50%
Double tap crouch to unfold/fold the glider
Use left and right keys to tip the glider up and down, crouch to increase turning speed.
An easy way to get a good take off is to stand on a flat area, unfold the glider, wait til the ronin's back is at 45 degress due to the gliders spring and press the jet pack button.
Remember to fold the glider before landing or else it may get a bit messy.
Credits: Kettenkrad and Naxete for their amazing sprites
Hunter These are the elites of the trappers, they are refugees of a destroyed world who've become a part of the trapper faction inorder to survive. These aliens have powerful legs that allow them to jump extreme heights and their strength allows them to use heavy weapons like the GMG on the move in full auto.
They can also sprint, to do this, tap the jump button as fast as possible while walking the direction you want.
They have harpoons that they can use to climb with, read further down for more information.
Sentry Gun The sentry gun is made by the scavengers of the Trappers faction. It is a close replica of the coalition stationary gatling turret stripped down to only the absolutely necessarily components. It comes with no armor and no gun, but you can attach any gun/bomb/device you want on it. And if that amount of firepower doesn't satisfy you, you can attach a secondary gun, using crouch to fire with it.
.357 Magnum The .357 Magnum is an old favorite. It has massive power at the cost of recoil and a laser sight to help you in dire situations.
MP7 The MP7 is a SMG with the power of a normal rifle. Though it still suffers imprecision from the short barrel and the high recoil. To compensate, a rail can be extended to help the user counter the recoil when in a steady position when fighting in medium range combat. If the use gets up closer he can decide to retract the rail to make it easier to hold when moving at higher speeds and make him able to hold a secondary device in his other hand.
The best part is, it only costs 35 oz.
Use pie menu to switch between the two modes.
Laser Rifle
An improvised laser rifle made from an old sks modified with a battery, laser projector and a rapid cooling system. This rifle will never have to reload and can fire shots in multiple strengths, based on the length you hold the trigger.
Just be aware that the rifle will take major interior damage when temperaturs exceeds 150 degrees (temperatur can be seen on ammo counter)
Acid Sprayer The acid sprayer sprays toxic waste dumped down from orbit by Freetrade. The acid can literary dissolve enemies to the bones and melt metal as if was butter. However it cannot dissolve any non metal-non organic matter. Use it with cation and avoid letting acid bounce back to your face. In emergency situations the weapon can act like a shield by aiming upwards.
Sneaky acid action
Flak Hammer The flak hammer is an automatic grenade launcher. It have two firing modes, the first is by holding down the firing button it will shoot grenades that explodes just before hitting the target. The second is by tapping the firing button the grenades will explode inside the barrel making the fragments directed and the pressure from the explosion allows for quicker firing speed.
The trappers as usually have modified the weapon. They have added remote detonators on their magazines allowing them to detonate them from a distance. when detonating the mag the user should now that the grenades will still be directed, so he/she should be aware of the angle of the mag before detonating.
Tactical Crossbow The tactical crossbow is a great light weight long range weapon perfect when doing special missions where you want to carry more than a single weapon. Though its real advantage is that you can arm any grenade you want on the arrow, making it a very precise explosive weapon.
Without payload
With payload
Also the bolt uses realistic aerodynamics, to make the it fly in a more realistic pattern
To arm grenade simply place the grenade on the ground, place the tip of the crossbow near the grenade and use the pie menu.
Gungnir Gungnir is the trapper's aa and ag missile launcher, produced by their allies the space vikings. This launcher can fire in two ways, it can be dumb fired and it can be guided by a tracer allowing to rain death, without exposing yourself. Though it should be noted that each missile cost 25 oz. The gun it self only cost 160 oz though
GMG The GMG is a grenade machine gun capable of moving down heavy infantry and light armor to shreds within seconds. Dreadnoughts and Browncoats won't be as much of a problem anymore. It has a lot of recoil though, so you need to either use a strong actor like Brutus or a browncoat. If you want to further reduce the effect of the recoil you may pin it on a bunker module or just simply on the ground.
The gun it self only cost 200 oz
Binoculars The binoculars only cost 5 oz and have adjustable zoom using the fire button. The glider comes pre-equipped with these.
Repair Torch Repair what is important in life! It costs gold 50% of the original price to repair this way though it is really quick. It will also damage enemy mechanical units very fast, and if you get them down under 10% they will be disabled and you will hack them to make them become yours. You can then repair them again to make them functional again.
The scavenger comes pre-equipped with this.
Annihi-Digger At some point during the great (insert war name) a ronin (insert cool name) invented a new digging tool for the ronins which would help the ronins to bust down enemy bunkers and digging through harder layers. This invention is the Annihi-Digger. It is an old annihilator that is used to super charge a medium digger modified with a heavy digger battery. This things a blast. It can function as a rather heavy version of the medium digger in normal situations, but can be charged up to destroy a large chunk of harder terrain.
Double click to charge up
Pipebomb
Improvised bomb that is useful in conjunction with the crossbow.
Tele'nade A combination of a small one use teleporter device and some sticks of dynamite. These things are very useful at killing gunners in bunkers.
Harpoon
The harpoons are heavy weight, but can be used to impale enemies and terrain.
Tap crouch to retract and use pie menu when close to pick up.
Hunters will produce harpoons every 3 seconds though they still cost gold and can have 1 in stock. If they pick up a harpoon when having another harpoon, they will automatically salavage the harpoon.
NOTE: There are still a few bugs with the harpoon, mainly problems when hitting large objects being flipped.
Supply Stash Just a chest with laser rifles, MP7's, pipebombs and medical equipment.
Use piemenu to buy the equipment directly from the chest, and heal by standing at it. It heals 60% slower than a coalition medic drone.
Aarborg City
Just an urban scene when you need some variety. Can also be fought over in the metagame
Supply stash added and added a massive roof glass module.
Apartments, warehouses and sewers added as bunker modules, under industrial modules and industrial bits.
Laser rifle and harpoons added
Hunter, revolver and pipebomb added. PTD removd due to whitebots having such a device. Improved autopilot on the Mosquito, buffed the minigun and thickened glass, and most importantly, gave the Mosquito a more satisfiring explosion. Tweaked recoil again
Added Mosquito helicopter, repair torch and tweaked recoil. Hammer got buffed with 8 rounds instead of 5.
Fixed stuff, like the scavenger and added binoculars
Updated to B27 and gungnir added, and several other small changes
MP7 made alot prettier, Glider can now jump, better jetpack sprites, scavenger added, sentry gun added. Glider controls redone
MP7 added and improved recoil
Glider and acid sprayer Added
Fixed Indexing error. Made damage shake less annoying. Made crossbow's recoil only increase by 25% instead of 100% when lagging bg arm
Fixed dependency and added shaking when having low health and increased recoil recovering time when wounded. Also fixed crossbow mass (the mounted arrow weighted 8 kilos lol), so now it should fill out its role as a long range side arm a bit better.
Manta, tele'nade, PTD added
Annihi-Digger added
Support M60 unbuyable: It is still a part of the files, but it really isnt a part of the mod as it is just an example.
Credits:
Kettenrad: Glider sprites, heli sprites
CaveCricket: Code nudgets from fx his grappling hook
Last edited by akblabla on Sun Aug 19, 2012 1:32 pm, edited 51 times in total.
Mon Sep 26, 2011 8:12 pm
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
Re: Deployable Grenade machine gun (Ronin)
Good sir, you just won ALL the internets. Quite fancy when you're defending a base with a bunch of guys with these. Also, pinning it on a indoors floor and then aiming upwards => surprise buttshecks grenades
Mon Sep 26, 2011 8:25 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Deployable Grenade machine gun (Ronin)
This one is pretty cool.
I like the idea of pinning the gun, it's a very good one. Now I get the feeling of being the support guy in the squad.
Mon Sep 26, 2011 8:28 pm
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
Re: Deployable Grenade machine gun (Ronin)
Damn nice idea i can imagine it being used with a Heavy super sniper or an LMG or something
Damn nice idea i can imagine it being used with a Heavy super sniper or an LMG or something
Just added a support version of M60
It is now very easy to make any gun deployable and use recoil
Just make a new copy of a script, change the first 7 variables to your likings. Add the script to a gun and it has recoil, if you want it to be pinnable too, add this to your guns ini file
What does it take to make a weapon pinnable? I stuck the code on a Space Marines heavy bolter and the pie menu option shows up, but it doesn't latch onto anything.
What does it take to make a weapon pinnable? I stuck the code on a Space Marines heavy bolter and the pie menu option shows up, but it doesn't latch onto anything.
Are you sure the bipod offset is set to the correct? You can change it in the script at line 7 It is the specific pixel that the gun will latch too. It is also in general a good idea to make some kind of visual indicator of where the bipod is on the sprite, that will make it easier to pin the weapon
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