673f70af04006

673f70af05294
1 Guest is here.
 

Topic: SS2 Coloured Laser Rapiers All-in-One
Page: « 1 [2] 3 4 »
Read 19961 times  

673f70af05c5dGuyFawkesGaming

673f70af05ccc
Deu sex  XD I was just about to edit my post that I got it working by dropping the following in a gamesys.dml and dropping that in the SCP beta 4 folder.
Code: [Select]
DML1

//drop SelfLit onto rapiers already placed in levels
ObjProp -24 "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp -24 "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="SelfLit"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}

+ObjProp -24 "SelfLitRad" //Electro Shock
{
    "" 30
}

+ObjProp -24 "AnimLight" //Electro Shock
{
    "Mode" "slide smoothly"
    "min brightness" 160
    "max brightness" 280
    "millisecs to brighten" 1400
    "millisecs to dim" 1000
    "Dynamic Light" true
}
Note that I've only tested console command spawned rapiers.

673f70af05dfdDeu sex

673f70af05e50
yep, sadly I didn't see any pre-spawned rapiers having the parameters, however rapiers that spawn in enemies like in the rapier assasin mod do have the correct parameters

160 280 is a pretty big difference! that must do a pretty big wave of energy!

673f70af05f57ZylonBane

673f70af05fa4
A properly-functioning laser rapier wouldn't have any "waves" of energy at all. It would maintain a constant, steady energy output.

673f70af0604dGuyFawkesGaming

673f70af06099
You know, something I just thought of; how difficult would it be to transplant the arm model from the Tacticool wrench onto the vanilla laser rapier (and perhaps even Rocketman's shard)?

673f70af061b0voodoo47

673f70af061fc
not amazingly difficult, probably, @Olfred did manage to edit a melee weapon mesh for the xmas mod.
673f70af064d9
I did something similiar almost a decade ago.
The real problem isn't transplanting the arm to the model, but to get the model to properly work again.
If there is any interest I could dig up my old files again, it should be easy enough to throw the original rapier in again.

673f70af066e7GuyFawkesGaming

673f70af06737
OlfredI'd be interested, though I don't speak for everybody.

673f70af06ac3sarge945

673f70af06b1a
A properly-functioning laser rapier wouldn't have any "waves" of energy at all. It would maintain a constant, steady energy output.

Objection your honor, rule of cool
Acknowledged by: RoSoDude

673f70af06effDeu sex

673f70af06f4f
I wonder if it's possible to use the refraction heat particles around the rapier, that would look crazy good, at least in theory.
Any genius can create a minimod that adds them?

673f70af07139sarge945

673f70af0718e
I wonder if it's possible to use the refraction heat particles around the rapier, that would look crazy good, at least in theory.
Any genius can create a minimod that adds them?

Does the engine even support refractions?
« Last Edit: 12. May 2022, 05:33:37 by sarge945 »

673f70af076d6RoSoDude

673f70af07730
SCP makes good use of NewDark's heat disk refraction feature in the Command deck (more info here):

https://www.youtube.com/watch?v=DIgAbPoECl0
673f70af079c4
GuyFawkesGamingSorry for being late, I'm quite busy at the moment.
Here is the blender file for the rapier model.
[rapier_33_looking good.blend expired]

673f70af07b8bGuyFawkesGaming

673f70af07bdf
OlfredCool! Sorry for only noticing this now. Unfortunately I can't view it myself since I don't have blender installed, but I presume it looks just like the pic from the thread you linked.

673f70af07c9dsarge945

673f70af07ce9
So I should be free to get back to this on the weekend. What should I add? I'm not sure everyone will like the refraction effect. Maybe I will make it optional.

673f70af07db9Deu sex

673f70af07e0e
Oh yes if you can make it optional that would be perfect, I'm still conflicted on how the refraction should be handled, would it be better if heat particles only stayed attached to the rapier, or if some stays attached and others not so that it would do some kind of heat trail effect when you move or swing the sword.

673f70af07eb0sarge945

673f70af07efb
Okay so I really dropped the ball on this one

There's a new RSD out so I might play around with getting this patched up while testing the new version
Acknowledged by: Deu sex

673f70af0812esarge945

673f70af0817f
I had another look at this and have made a pretty significant breakthrough.

I implemented the pulsating colour effect from earlier in this thread, plus, not only do rapiers now update correctly, including ones placed in the map, I have also created an All-In-One package, which will randomize the colour of rapiers when they spawn. Why pick a colour when you can have all of them?

I have tested this, but not thoroughly. I eagerly await feedback!

Please note that the archive contains a docs folder which explains how to add new rapier colours, as well as how to disable certain colours that you don't like. Disabling a colour is an easy, straightfoward 1 line change, and is explained step-by-step in the included documents, so it should be relatively easy for even inexperienced computer users or non-programmers to change.

If anyone wants to create any more rapier colours, I would be glad to include them (and credit you as the creator of those rapiers). No modelling skill is required, only texturing, which can be done in GIMP. A text editor is also required, I recommend Notepad++.

Please note that because these use dynamic lights, trying to "catch-em-all" and creating a large collection of laser rapiers could cause graphical issues, since Dark has a limit on the number of dynamic lights that can be created.


[dump043.png expired]
[dump044.png expired]
[dump042.png expired]
« Last Edit: 21. July 2022, 01:35:35 by sarge945 »

673f70af0843evoodoo47

673f70af084a1
Dark has a limit on the number of dynamic lights that can be created
32, so you'll be fine unless you spawn them en masse via the console.

673f70af086a6sarge945

673f70af086fe
32, so you'll be fine unless you spawn them en masse via the console.

Yeah you're probably right. I don't know if rapier assassins drop usable rapiers (I don't use those mods), but if someone starts hoarding rapiers for whatever reason, they could run into issues.

In vanilla, there's only like 3 or 4 rapiers in the whole game I think, so it's not a big problem.
« Last Edit: 15. July 2022, 12:00:46 by sarge945 »

673f70af087a2ZylonBane

673f70af087f0
(looks at code)

Haven't discovered arrays yet, have you?

673f70af08a83sarge945

673f70af08adb
(looks at code)

Haven't discovered arrays yet, have you?

A-Ray? You mean like one of these?



Actually seriously though, yeah that was a pretty major derp on my part. I basically spent so long hacking this together and getting it barely working (with lots of issues at the time), that I never even considered cleaning it up - brain was goo by that point and I was just happy to get the damn thing done and released, even with it being horrible.

I originally thought squirrel arrays were like C arrays (limited entirely to one type) and abandoned them because of the "sometimes you want values and sometimes you don't" aspect of this and put it in the too hard basket. That's obviously not an issue here since squirrel is weakly typed and allows values of multiple types within arrays.

Despite the snarky response, and it pains me to say this, you're completely correct, arrays are a good fit for this. I feel stupid for not even considering using one. I have uploaded a MUCH neater version.

673f70af08c64sarge945

673f70af08cb9
I fixed a bug where the Rapier was inheriting the Energy Weapons script from it's parent. I also made white and black rapiers half as likely to appear, since they look strange and are generally weirder and more niche. As a result of this, each rapier colour can now have it's individual chance to appear adjusted! Got a favourite that you like more than the rest, but want to still see the others? Bump it's chance up!

I find it odd and annoying that we are hard limited to 4 script slots and thanks to Dont Inherit being true we can't add more via metaprops.

In some ways I wish the EnergyWeapon script was detached from the Energy (-14) archetype and instead attached to each of the energy weapon archetypes through a metaprop, then we could get access to more script slots on the rapier by using metaprops. Because of this quirk, this mod currently has an incompatiblity with SS2-RSD because that mod uses all 4 script slots on the rapier.

Here's what happens when I deliberately mess with the chance values...

UPDATE: Thanks @RoSoDude for the RSD Update. This is now compatible again with Version 8 Beta 12 (hotfixed today) and should remain compatible going forward.

[dump047.png expired]
« Last Edit: 21. July 2022, 01:33:48 by sarge945 »

Your name:
This box must be left blank:

Look at you, hacker: a ____ creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
Knock on the sky and listen to the sound
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f70af0957e