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 Charged Weaponry 
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Joined: Thu May 05, 2011 1:30 am
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 Charged Weaponry
BigBomb the wizard
Asklar the hacker
and Miggles the engineer,

now present you with the next evolution of Experimental Weaponry.
(Not to be confused with Mehman's)

LV1 SR287: Image One small shot, but effective when you don't have much time!
LV2 SR287: Image
LV3 SR287: Image
-
LV1 BB-Shotgun: Image
LV2 BB-Shotgun: Increased spread and bullets.
LV3 BB-Shotgun: Image Those pesky Ronin's are always sneaking around. This'll take care of them quick, and bounce around to get the ones about to backstab you.
-
LV1&2&3 of Laser Gun: Camera Drone X66's footage was destroyed, due to an accident related with the gun's brute power.
EXPERIMENTAL WEAPONS INC. DOES NOT SUGGEST USING THIS OVER 500 IN UBER, OR OVER 1000 IN NORMAL.
DOING SO WILL TEAR A HOLE SO BIG IN ANYTHING, YOUR MOTHER WILL FEEL IT.

-
LV1 Earpiece: Image "Fire at will" (Must be looking at door, actor, ect.)
LV2 Earpiece: Image "UNLOAD ARTILLERY"
LV3 Earpiece: Camera Drone X67's footage destroyed from self use of weapon.
-
LV1 Grenade Launcher: Image Fires off one normal frag grenade.
LV2 Grenade Launcher: Image Fires one inc. grenade.
LV3 Grenade Launcher: Image Fires a CLUSTER inc. grenade.
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LV1 Charging Blast: Speed Rocket.
LV2 Charging Blast: Tri barrage of rockets.
LV3 Charging Blast: Image UNLEASH THE BEAST.
-
NEW: The Mystic Revolver
-
NEW: The SMGK
-
Asklar is given great credit for coding, but it wouldn't of been possible for the efforts of Miggle's spriting, and this wouldn't even exist if I wasn't so interested in charged weapons.

Attachment:
ExperimentalStuff.rte.rar [767.15 KiB]
Downloaded 1744 times

Get your ordering list, today!


Last edited by Mackerel on Thu May 01, 2014 12:46 am, edited 3 times in total.



Mon Oct 03, 2011 1:57 am
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Post Re: Charged Weaponry
Dang, that's some sweet stuff. I love it. Good work.


Last edited by Jackal on Mon Oct 03, 2011 9:58 pm, edited 1 time in total.



Mon Oct 03, 2011 2:05 am
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Post Re: Charged Weaponry
Hot damn thats awesome
Pretty new concept and done well


Last edited by wooden on Mon Oct 03, 2011 3:46 am, edited 1 time in total.



Mon Oct 03, 2011 2:22 am
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Post Re: Charged Weaponry
I don't think it's new but, oh well.
I can't deny it's cool.


Mon Oct 03, 2011 3:34 am
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Post Re: Charged Weaponry
You can reduce the file size by using one sound file instead of two, since they're the same.
It'd be better if you add some sound effects to let us know the charge level, cause you might not be able to see the charge meter while aiming with long-range guns, like sniper.


Mon Oct 03, 2011 6:43 am
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Post Re: Charged Weaponry
Nice stuff and nice sprites. :)

My only two beefs are the firing sound of the laser (as it keeps playing after you shot once and if you shoot multiple times the sounds provide me with a massive earache) and the range the particles on some explosions have.


Mon Oct 03, 2011 1:19 pm
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Post Re: Charged Weaponry
Gotcha! wrote:
Nice stuff and nice sprites. :)

My only two beefs are the firing sound of the laser (as it keeps playing after you shot once and if you shoot multiple times the sounds provide me with a massive earache) and the range the particles on some explosions have.

If you'd like, you can tell me what "explosions", because we might have an update.


Mon Oct 03, 2011 1:56 pm
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Post Re: Charged Weaponry
Dont charge above 1000 with the laser Bad things happen the warning is right i didnt read it unfortunately D:


Mon Oct 03, 2011 5:32 pm
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Post Re: Charged Weaponry
The rockets were most noticeable. Though it's a matter of preference I guess. :)


Mon Oct 03, 2011 6:03 pm
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Post Re: Charged Weaponry
Oh boy oh boy. I helped make this. :D


Wed Oct 05, 2011 3:30 am
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Post Re: Charged Weaponry
Updated with two new weapons.
SMGK and Mystic Revolver.

ATTENTION. SMGK HAS A TOGGLEABLE LEVEL THREE.
One is what it is preset to. A destructive barrage of lasers.
The second setting shoots a beacon that will attach to anything that is shot at it and oour down a hellish rain of metal onto the target.
It also follows the target. :D

Added laser sight coloring for each level on the sniper and a different colored crosshair on earpiece for each level passed.
Also reduced earpiece sight range a bit.

Have fun with the new updates.
-BigBomb, Asklar, Miggles.


Wed Oct 12, 2011 1:16 am
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Post Re: Charged Weaponry
I checked the ini of the shotgun, then decided to mention it again: If you'd already directed the shotgun's firesound to the one in sniper's folder, why did you put another same wav file in Shotgun\Sounds ? I think it's totally useless. If you delete it, you can reduce the filesize by about 40%.

Also about the shotgun. you defined the bullets' vel by these codes:

Maybe you can make a reasonable spread(of every bullet) by adding random variables, like:

______________________________________________
sorry about the incautious words, already edited it.


Last edited by Xery on Fri Oct 14, 2011 5:52 am, edited 2 times in total.



Wed Oct 12, 2011 8:31 pm
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Post Re: Charged Weaponry
This mod is amazing
Never had that much fun with a single weapon


Thu Oct 13, 2011 12:10 am
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Post Re: Charged Weaponry
Xery wrote:
I checked the ini of the shotgun, then decided to mention it again: If you'd already directed the shotgun's firesound to the one in sniper's folder, why did you put another same wav file in Shotgun\Sounds ? I think it's totally useless. Delete it and the filesize can be reduce by about 40%.

Also about the shotgun. you defined the bullets' vel by these codes:

Maybe you can make a reasonable spread(of every bullet) by adding random variables, like:


First off, the size of the mod isn't really huge, so it isn't a problem right now. And the sounds will be changed in the future, so I'm having it that way to have less problems when changing them later.

And the shotgun's spread is like that for the aesthetics. If you see, I've already coded random spread in the SMGK, so I know how to do that. I didn't do it for the already said reason.


Thu Oct 13, 2011 6:57 pm
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Post Re: Charged Weaponry
Asklar wrote:
First off, the size of the mod isn't really huge, so it isn't a problem right now. And the sounds will be changed in the future, so I'm having it that way to have less problems when changing them later.
And the shotgun's spread is like that for the aesthetics. If you see, I've already coded random spread in the SMGK, so I know how to do that. I didn't do it for the already said reason.

Hmm...you're right. Sorry but I haven't noticed the post in Requests. Since I'm also making some charged weapon, this mod inspired me some new ideas, I like it and hope it be better, that's all. Everything is on you of course, I apologize if I'd given wrong words.


Fri Oct 14, 2011 4:55 am
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