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Topic: SS2 Pistol Hybrid
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673f541a0d9afvoodoo47

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not going to bring the shotgun hybrids into the equation, that is a level of pita I'm not going to inflict upon myself. so right now, the plan is to split the current pipe hybrid population into pipe and pistol. and yeah, 65/35 sounds better than 50/50, I think I'll go for that - but lets see whether there will be some more feedback before I start to change things around.

also, anyone can tweak the number easily, edit gamesys.dml, find NVRelayTrap2FailChance="50", and set the value as you prefer (the LOWER the number, the MORE pistol hybrids you'll get. so 0 means pistol hybrids everywhere).

673f541a0dc8esarge945

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If the percentage is easily settable via a constant in the dml/squirrel like the enemy health randomise mod, I don't think the number matters. People will just change it if they don't like it

673f541a0de4avoodoo47

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b2 is up, everything is working, so this is probably the pre-release version, unless bugs are found. do a clean mod install, do not update b1 with b2 files, and start a new game (b1 saves are probably not compatible). NVscript 10mar2021 or newer REQUIRED, extract to your OSM folder and overwrite.

-default pistolification rate lowered to 35%
-one bullet loot now guaranteed
-lootable broken pistol now fully working (one potential issue here - if a mission is spawning a fresh pistol in some setup, that pistol now will be jammed. no way around this, and I'm 99% sure no SS2 mission, vanilla or otherwise, actually does this).
« Last Edit: 11. March 2021, 13:38:30 by voodoo47 »

673f541a0f530RoSoDude

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-lootable broken pistol now fully working (one potential issue here - if a mission is spawning a fresh pistol in some setup, that pistol now will be jammed. no way around this, and I'm 99% sure no SS2 mission, vanilla or otherwise, actually does this).
Why can't you create a new hybrid_pistol archetype via DML that inherits from Pistol and have the hybrid loot contain that? Then you wouldn't need to jam the default Pistol archetype.

673f541a0f71bvoodoo47

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because creating new ranged weapon archetypes is a bad thing™, and should be avoided at all costs - weapon cycling only recognizes the vanilla archetypes, everything else will be skipped.
« Last Edit: 20. March 2021, 17:07:17 by voodoo47 »

673f541a0f823RoSoDude

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Ah, didn't know about the cycling issue, would apply to hotkeys as well. Messing with the default Pistol spawn is indeed a better approach, then.

673f541a0f93avoodoo47

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tested with the popular fan missions, all is working well as far as I can tell (will activate automatically for all supported), so adding readme and uploading as 1.0, all b2 saves are compatible, can update by extracting 1.0 files into the b2 modfolder.

I'll leave it in Eng for a few days, and then move to mods if no issues are reported.

673f541a0fceevoodoo47

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a bit of an unintended side effect, but it actually is kind of cool;

https://www.youtube.com/watch?v=NP7tSHOrDQE

673f541a101a1voodoo47

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one bullet loot guaranteed (SCP and compatible only, absent in vanilla, not planning to fix)
so I lied - turns out this is incredibly easy to do. while at it, should I also disable the muzzle flash and brass ejects for vanilla? to basically mirror the vanilla shotgun hybrid perfectly. //checked, yep, I'll do it. consistency is better than extra effects.

//aha, incompatible with the Shard Hybrid mod. fun. and fixed.
« Last Edit: 13. March 2021, 14:01:28 by voodoo47 »

673f541a102ccvoodoo47

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Rebirth version is up. I think we are ready to go.

673f541a10d44systemshocker

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voodoo47
OMG! This is so cool! This is the kind of thing vanilla needed imho.

673f541a10e8cvoodoo47

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it works for vanilla as well - the single bullet will be spawned inside the gun (I know how much vanilla people love unloading that jammed shotgun, so now they can unload jammed pistols as well), and no extra effects when the gun is firing.

also, not going to bother with Arcaniac unless someone requests it.
« Last Edit: 14. March 2021, 13:28:55 by voodoo47 »

673f541a11177tiphares4

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//aha, incompatible with the Shard Hybrid mod. fun. and fixed.

thank you..

673f541a11455voodoo47

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no, the main package/branch isn't (will detect Secmod and not activate). took a quick shot at making it compatible - the shooting animation is a bit weird, and there is a 5 second delay between looting the jammed pistol from the hybrid's inventory and the gun actually getting removed from the hybrid's hand that I absolutely cannot explain, apart from that, it seems to work.

experimental dml attached to the first post, drop it into the Pistol Hybrid modfolder, use at your own risk. //ok, thanks to NV, the delay issue is now fixed, so apart from the animation being slightly weird (no idea what the hybrid is doing with its left arm), this is good to go, and probably is working well enough to actually be merged with the main branch at some point (would be nice to have someone confirm on a full Secmod run first - be my guest).
« Last Edit: 22. March 2021, 23:10:44 by voodoo47 »

673f541a1156bsarge945

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First the shart hybrid, then the pisstol hybrid. Whats next?
673f541a1168a
Wholesome family hybrid the plush toy!
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sarge945
If Fallout games thought me anything then it will be the mini nuke hybrid.

You know, hybrids that blow off some steam.

I will show myself out.

673f541a11936voodoo47

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that has not been thought through thoroughly though.

673f541a11ac0voodoo47

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any Secmod users around? everything working fine? would like to merge the extra dml into the full archive unless there are problems.

673f541a11d45chuckles n chestnuts

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I just beat secmod maybe 2 months ago (absolutely jaw-dropping mod), albiet the enemy spawn rates are way way way high towards endgame  :stroke:  I'll first give the vanilla version a try in my FM  :happyjoy: then I'll see if Secmod version works for me

673f541a11ec2chuckles n chestnuts

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Just patched a clean copy of SS2 then activated your mod, it works great!  Its pretty much like the shotgun hybrid only a pistol, very nice touch and very well done.  The 'cargo room' in my FM really kicks it up a notch!  But I know secmod with this or even the base game will be alot more fun than my FM lol

I'll have to try it with secmod sometime in the future, awesome mod!  8)

.....I also noticed the sound (along with the overall display) is alot more crisp in this newest SS2tool update, did they patch the sound as well?

673f541a11fa8voodoo47

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the tool does set the sound to use OpenAL by default, iirc.

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